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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