Hi,
At the moment I am working on a cloth shader.
And the filtering of Normal DetailMap has a great effect on the look of the effect.
Any type of filtering will drasticly average the small details in my normal map, making the surface appear to smooth.
No Filtering will cause extremely noisy surfaces, and if you get very close to a texture you can seen the actual pixels ( Playstation 1 style )
I was wondering if you can change the mipmap bias in Maya, so it uses the highest mip longer. This will fix the smoothing of my normals far away and still give me filtering up close.
Replies
I'm expecting to find a mip-map bias input here where I can punch in a number. But no luck.
I would also switch your filter mode to quadratic. It just gives the best results.
Pre filter won't do anything visible in the viewport. It will only happen at render time.