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View Full Version : MIPmapping.... A chocolate teapot???



RebelHill
04-25-2009, 12:25 PM
So I thought that mipmapping was supposed to create multiple lower res versions of your image maps, and store them in memory for use during animation... the idea being that it was, at least to some degree, intelligent, so when your camera was close, or zoomed in, it would use the highres map, and as you zoom/move out it would switch down to lower res versions to help reduce the AA overhead necessary, and to also prevent that ol "fizzing" we remember seeing when our texture details occupy less than 1 pixel of render area...

However... no matter how close/zoomed in my camera is... LW seems to be using the lowest res version of the texture the whole time.

Did I miss something, or is MM just a steaming pile in LW?

vfxwizard
04-25-2009, 03:08 PM
However... no matter how close/zoomed in my camera is... LW seems to be using the lowest res version of the texture the whole time.


Not sure this is what you want, but have you changed the global setting for the image from Soften to Antialias in Image Editor?