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Question by elzbeb · Jul 27, 2021 at 04:55 PM · textureblurrymipmaps

Anisotropic texturing not working and making textures blurry

Hey so i have this weird issue where i am getting clear textures when its right beside me but in the distance it because more and more blurry Here are some examples: alt text

I am using no post processing, and no effects. I did my research and tried to change the aniso texture from the quality settings to forced on, per texture and disabled but none of them change anything at all, i also messed with the aniso level slider when i was on per texture and no difference at all when on 0 and 16

If anyone knows how to fix this it would be really helpful as i just spent 4 hours trying to solve this with no results

photo-2021-07-27-18-52-10.jpg (17.0 kB)
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avatar image andrew-lukasik · Jul 27, 2021 at 05:27 PM 0
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Increase "Aniso Level" in this specific texture asset settings alt text

screenshot-2021-07-27-192404.jpg (7.2 kB)
avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 05:49 PM 0
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hey as i said i already tried all that, in my post is said "i also messed with the aniso level slider when i was on per texture and no difference at all when on 0 and 16"

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 06:09 PM 0
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It's mip-maps, no doubts about that. Your quality settings or/and per-texture setting overrides target different platform than this one.

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 06:12 PM 0
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i mean here are my settings, if you see anything wrong tell me alt text

photo-2021-07-27-20-11-23.jpg (32.7 kB)
photo-2021-07-27-20-11-42.jpg (45.0 kB)
avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 06:25 PM 0
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Oh, you are right! Sorry, I took you for a noob... I hope you forgive me that. I'm as surprised as you are at this point.

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 06:37 PM 1
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its alright, at this point i am just asking anyone because my whole day is gone because of this and i really want it fixed

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 06:36 PM 0
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Btw. You may want to give this post a better name. Something that communicates understanding and not ignorance of the subject. Will help with getting better answers.

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 06:38 PM 0
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got it ill edit it rn

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 07:09 PM 0
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Additional things to try:

  • Disable "Generate Mip Maps" toggle (should result in zero blurring but lowers gpu performance for this tex)

  • Use DDS file format to take control over mip maps for this texture (impractical for many texture files and may not help in this case)

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 07:14 PM 0
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Hey when i disable generate mip maps it works, but it gives me these weird black lines that i can see everywhere https://gyazo.com/dbaca6336507bd61320f87dad325bf89

I also tried to enter dev mode and change the mipmap bias but that didnt work either

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 07:22 PM 0
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Well, one thing this proves is that your renderer is not broken at least.

What about different shaders? Do all shaders render anizo this way?

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 07:36 PM 0
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sorry i didnt quit get that

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 07:42 PM 0
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I meant: Select this material asset and try changing it's shader to different ones. Just to make sure this is not being caused by any particular shader you are using here (you never know...).

Start with "Unlit/Texture" etc.

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 07:49 PM 0
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oh its not a material its a texture 2d that i made in blender with a normal map

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 08:06 PM 0
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oh its not a material its a texture 2d that i made in blender with a normal map

Ok.

  1. Create a new material asset in Project window ( RMB/Create/Material)

  2. Change it's shader to Unlit/Texture

  3. Set it's texture to your grid-like one

  4. Drag&drop this material on some mesh in Scene window

  5. Does it look blurred the same way? ("unlit" means "no lighting" so ignore that factor ofc)

alt text

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 08:39 PM 0
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hey sorry for the late answer, i dont have unlit/texture i have others like mobile/unlit particles/standard unlit

avatar image elzbeb andrew-lukasik · Jul 27, 2021 at 08:40 PM 0
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and sorry i had a material, my $$anonymous$$d just wasnt functioning lol

avatar image andrew-lukasik elzbeb · Jul 27, 2021 at 07:51 PM 0
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I mention shaders as one of the possible cause because it's technically possible to overwrite mipmap interpolation in shader code

https://bgolus.medium.com/sharper-mipmapping-using-shader-based-supersampling-ed7aadb47bec

So it's good to rule it out

avatar image theoaraujo · May 16 at 08:54 PM 0
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Did you manage to solve this? I have the same problem @elzbeb

avatar image elzbeb theoaraujo · May 17 at 10:42 AM 1
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Hi sorry for the late reply, it's because of your Nvidia control panel settings, if you go to manage 3d settings in your Nvidia cp and scroll down till you find an option called "Texture filtering - Quality", set that option to "Quality". I had mine at high performance and that was the issue. Let me know if this helps.

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Answer by Bunny83 · May 16 at 09:18 PM

Since the question was bumped again, I just want to make something clear: Anisotropic filtering is just mipmapping on steroids. It's still just mipmapping but it has additional mipmaps for cases when the surface is viewed at a very narrow angle. In those cases it will pick a mip map variant that has a high horizontal resolution but a small vertical (the direction that is actually squished). However as the distance increases and the size of the texture on screen gets smaller, it will pick smaller and smaller mipmap levels. Having very sharp / high contrast one pixel borders in textures will always cause issues. Sooner or later that single pixel border line is smaller than an actual pixel on screen. Without mipmapping you would get Aliasing which would cause Moiré patterns. So when you move your camera around you would get some flickering in the distance because sometimes the screen pixel would show the border color and sometimes it doesn't (so the line is essentially between two screen pixels). The point of mipmapping is to downsample the texture when it is shown smaller on screen to get a consistent image quality. However that always means you get some blur.


So this issues is amplified by the a specific content of your texture. Having such thin and sharp lines is just not going to work really well.

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