All good :)
Sven's changes solved the viewport and render problem.  Thanks man.
 Although thanks to you other guys :)

Cheers,
Duncan


On 20 March 2013 19:31, Sven Constable <[email protected]> wrote:

> in the rendertree, open the image node. There you will find 'Image
> Filtering'…****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Duncan Greenwood
> *Sent:* Wednesday, March 20, 2013 17:32
> *To:* [email protected]
> *Subject:* Re: pixel art textures****
>
> ** **
>
> Sweet :)
> The 'scale textures up to nearest power of two' thing worked.  I'm not
> sure where to find the elliptical filtering and bilinear interpolation
> settings though.****
>
> ** **
>
> On 20 March 2013 17:24, Vladimir Jankijevic <[email protected]>
> wrote:****
>
> oh, that's why it worked for me. I have this setting OFF.****
>
>
> thanks****
>
> ** **
>
> On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable <[email protected]>
> wrote:****
>
> For the viewport :  Under preferences-->Display, turn on 'scale textures
> up to nearest power of two'****
>
>  ****
>
> For rendering: turn on elliptical filtering and turn off bilinear
> interpolation.****
>
>  ****
>
>  ****
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Duncan Greenwood
> *Sent:* Wednesday, March 20, 2013 14:58
> *To:* [email protected]
> *Subject:* pixel art textures****
>
>  ****
>
> Hello everyone,
>
> Long time.
>
> I've been working at an indie game studio for a while now, and there are a
> few things that have come up that I wasn't expecting to be a challenge.
>
> One thing I've been trying to solve for a long time, is displaying low
> resolution textures in XSI.  It just doesn't seem to display the texture
> the way that it has been drawn, and I can't find the right settings to fix
> it.  Basically, the best I can get it, XSI will display the texture in the
> viewport at half the resolution, ie: it will display 1 pixel for every 4
> pixels in the texture image.  I can't seem to get the render to stop
> filtering the textures either, so that comes out all blurry.  Does anyone
> know how I could solve this problem (preferably without increasing the
> texture resolution?
>
> I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
> 128X128 texture image.
>
> A few things I tried:
> saving as png does not help (this is the format we're using for most
> things).
> saving as tiff of targa does not help.
> saving as jpg doesn't help (and is also just a very silly idea.
>
> Interestingly enough, cutting out a 16X16 square from the texture and
> using that as the diffuse input, instead of a 16X16 UV section of a 128X128
> image, looks fine in the viewport (although still not in the render, but I
> don't really care too much about that). This does not help me though,
> because I specifically need to do the UVs on 16X16 squares, using a larger
> image as the texure.
>
> Here are some images showing what's happening:
>
> original 128X128 texture image:
> [image: Inline images 4]
>
> 16X16 sample block, and a 128X128 upscale:
> [image: Inline images 2][image: Inline images 3]
>
> texture as seen in the XSI viewport with texture filtering off):
> [image: Inline images 5]
>
> Texture as seen in XSI render (not that it really matters, but it's still
> annoying):
> -It's been scaled down in Photoshop to match other images, in case you
> were wondering.
> [image: Inline images 7]
>
>
> Thanks people :)
>
> Duncan Greenwood
> Animator at Free Lives Games****
>
>
>
> ****
>
> ** **
>
> --
> ---------------------------------------
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> --------------------------------------- ****
>
> ** **
>

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