I have a problem that's driving me insane.
Background:
- I'm learning 3dsm and modelled a bus in 3dsm 18. I'm doing a low-res texture (128px png 32 bit depth)
- 3Dsm's viewport shows a filtered version of the texture. It looks like this. Left side is 3Dsm viewport, Right side is photoshop.
My unsuccessful attempts to try to remedy the problem:
I have also googled, but I have not come to a solution. Does anyone know how to make 3Dsm viewport display unfiltered low res textures? Thank you in beforehand.
Replies
1) Press F10
2) Scroll down to "Bitmap Performance and Memory Options" and enter "Setup:
3) Enable Proxy System and set Downscale Map to "Full"
4) Set Render mode to ".......(High Performance, High Memory)"
5) Click on the "Generate Proxies" now button on the bottom.
You may need to restart Max.
Autodesk never added the ability to view textures unfiltered in the viewport when using Nitrous.
I'm not a Max user any more so I don't know what the exact solution is for you but I'd Google around for nearest neighbour filtering in Max.
Make a new shaderFX material, go to advanced mode, delete everything and then recreate what you see below
In the texturemap node simply set the filter type to point
Yes. That did not work unfortunately.
Thank you. I'll have to google and familiarize myself with ShaderFX, I will attempt this. Much appreciated.
It truly boggles the mind that an expensive application such as 3D Studio Max does not have native support for showing unfiltered low res textures in the viewport. Maybe it's even best to abandon 3Dsm and use another program. It feels like maybe I am using the wrong application if it forces me to jump through hoops just to show a low res texture in the viewport.
so..
I've tried the following in both 2017 and 2018
Doing the shaderFX thing - no joy, it completely ignores filtering from texture samplers
I tried loading an old HLSL shader I wrote that had filtering disabled for this specific purpose
I modified the standard DX11 HLSL shader to disable filtering
nothing worked. In all cases it ignores what the texture samplers say. which is pretty crap.
I suspect it's like this for a while (since the full DX nitrous support came in with 2016 I expect) I've not needed to do this since i was using 2012
As Polyhertz says - Its worth trying the legacy DirectX/OpenGL viewport drivers - you certainly used to be able to display unfiltered maps on a standard material in old versions of max (pre-nitrous)
It annoyed me for hours to just have low res textures come up low res so I can line my UV maps up correctly.
Here's what I did:
Customize > Preferences > Viewports > Choose Driver... > Legacy Direct 3D
Customize > Preferences > Viewports > Configure Driver...
Right-click the viewport mode text in the top left of your viewport ( It'll say [Smooth + Highlights +HW] or similar).
> Lighting and Shadows > Enable Hardware Shading (<-- Make sure this is not enabled).
Good luck! Please let us know if this helps you out!
Seems that the legacy Direct3D mode no longer works properly in both 2021 and 2022, anyone know if there was another method introduced recently?
I'd recommend saving the material as a .fx since ShaderFX still has a bug (at least in Max 2021, haven't checked 2022) that resets the "MIN_MAG_MIP_POINT" property anytime the .sfx graph is reloaded.