Textures appear grainy from a distance during movement - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Textures appear grainy from a distance during movement (/thread-23777.html) |
Textures appear grainy from a distance during movement - GoreGrinder99 - 11-03-2013 I have made a handful of materials and I'm using them as wall, floor and ceiling plains. I have a simple diffuse and normal map for the materials and I'm more than happy with just those two files, as it stands. Problem is, when I'm looking at a primitive from a distance while moving the mouse, the materials seem to grain but when up close and personal with them they appear just fine. I have tried de-noising them them with CrazyBump since I thought that was the issue but it seems it wasn't or it just didn't work properly or whatever the case may be. If anyone needs a visual example, I will upload a clip if necessary. I hope I was descriptive enough. I "could" live with the results I currently have but would be much more content if this could be fixed since it's rather bothersome. RE: Textures appear grainy from a distance during movement - PutraenusAlivius - 11-03-2013 I think this happens to everyone. Including me too of course. RE: Textures appear grainy from a distance during movement - The chaser - 11-03-2013 (11-03-2013, 01:40 PM)GoreGrinder99 Wrote: I have made a handful of materials and I'm using them as wall, floor and ceiling plains. I have a simple diffuse and normal map for the materials and I'm more than happy with just those two files, as it stands. If you say it gets "Grainy" from a distance, MipMaps should be the problem. Try exporting the .dds again without mipmaps RE: Textures appear grainy from a distance during movement - GoreGrinder99 - 11-03-2013 (11-03-2013, 01:59 PM)The chaser Wrote:(11-03-2013, 01:40 PM)GoreGrinder99 Wrote: I have made a handful of materials and I'm using them as wall, floor and ceiling plains. I have a simple diffuse and normal map for the materials and I'm more than happy with just those two files, as it stands. Not one of my .dds files has MipMaps enabled and I tried enabling it and had no effect. RE: Textures appear grainy from a distance during movement - The chaser - 11-03-2013 In that case, could you please put a screenshot or a video of the problem? It will help us see the issue. RE: Textures appear grainy from a distance during movement - Acies - 11-03-2013 As you move further away from your models the screensize of them become smaller, ergo there is fewer pixels available to describe their look. Mipmaps might actually help, as 'the grainy' look is probably from a messy/detailed texture (which looks okay up close) but grainy from a distance. Keeping it at full resolution instead of 'blurring' with mip maps might hurt the look. RE: Textures appear grainy from a distance during movement - GoreGrinder99 - 11-03-2013 (11-03-2013, 03:56 PM)Acies Wrote: As you move further away from your models the screensize of them become smaller, ergo there is fewer pixels available to describe their look. Mipmaps might actually help, as 'the grainy' look is probably from a messy/detailed texture (which looks okay up close) but grainy from a distance. Keeping it at full resolution instead of 'blurring' with mip maps might hurt the look. Ah, I see. Now that I have read about MipMapping it does indeed seem beneficial. This means I have to go through 180 material files...Ugh... Also, what does "Depth Test" and "Value" as well as "Blend Mode" do? RE: Textures appear grainy from a distance during movement - Acies - 11-03-2013 Depth test hides textures when they are not visible (at least for billboards ). Like, having a light behind a wall will hide the billboard, but a 'no depth test' billboard will not clip into the wall. http://wiki.frictionalgames.com/hpl2/tools/editors/material_editor Value - I'm not sure Might have something to do with the 'depth test', but haven't tested. Blend mode can be useful when working with translucent materials. Try changing around the blend mode then and you will see some differences. RE: Textures appear grainy from a distance during movement - GoreGrinder99 - 11-03-2013 (11-03-2013, 04:22 PM)Acies Wrote: Depth test hides textures when they are not visible (at least for billboards ). Like, having a light behind a wall will hide the billboard, but a 'no depth test' billboard will not clip into the wall. Thanks, boss, much appreciated!! I'll re-evaluate the differences between MipMapping enabled and disabled but from what I have read it should be more useful more or less and aid fixing this grain effect. Also thank you JustAnotherPlayer and The chaser for the extra input!! |