mLichy: Max and Maya have drastically different viewport renderers... for starters, Maya's is OpenGL only while Max uses DirectX usually (although it has an OpenGL option). So I'm not surprised it's working for you
bugo: that still doesn't really answer what funshark asked... what exactly do you mean by "not working"?
It could mean that:
1. No change in viewport at all (still shows textures but wrong filter method)
2. Textures disappear completely (or maybe get replaced with a flat colour)
3. Textures turn to weird artifacted noise
Determining exactly "how" it's not working can really help to diagnose the problem.
MoP, it goes by alternative 1.
No screenshot needed folks, sorry about not explaining right, here's the thing:
- I go to hardware texturing options of the viewport (shading tab)
- I apply to Trilinear Mipmap options filtering.
- I get no different effect and it is still with bilinear default one only.
- No matter what filter I choose, it still goes to bilinear default, the only one that works also is nearest.
You say "no matter what filter i choose" but you continue with "the one that works also"..
what about unfiltered?
Are you sure to be able to compare bilinear filtering and trilinear filtering?
What about your driver settings? Do you have set something like "force bilinear filtering" ?
No solutions still guys, anyone having the same problem? I tried all variables on Nvidia settings and still no go, i am without mipmap inside maya and i hate that because screenshots sucks!
I was working with Maya 2008 4 months ago and intensly working for iPhone clients this option was great...
But it doesn't work anymore since I bought Maya 2009 and I have to switch under Unity for have this TriLinear Mipmap mode...
Was working very well on Maya 2008 and my Laptop.
Only the Unfieltred and Bilinear modes are still working under Maya 2009 on the same Laptop (GeForce 8600M GT)....
To tell the truth I didn't tried on my wife's Laptop yet...
I'll wask to another friends this afternoon to know more about it...
whats the point of switching to this mode, just out of curiosity? If you want to preview your textures you should use max's game viewport shader, or an engine, shouldn't you?
Also it can be handy to toggle the filtering depending on what assets you're working on - for low poly DS/handheld spec stuff you want filtering off, and for normalmapped stuff you want it on. It can also be useful when using stuff like procedural checker maps since Maya filters these too (which is a right pain), so turning filtering off gives a much clearer view of the checker texture.
Additionally this doesn't really have anything to do with viewport shaders or game engines, it's just a general use thing. He could be working on highpoly pre-rendered stuff that he needs to see the filtered or unfiltered texture for.
I just spend 4h trying to find the difference between 2008 and 2009 version creating lot of mel script and replacing files in the install directory of Maya 2009....
... but nothing.....
Then I opened a new thread on the Autodesk community in the Maya 2009 section....
CGFX shader? yeah but do you have it? (I have a GTX 285)
We are talking about the Hardware texturing option in Maya stil not working in 2011 version!
Now someone from Autodesk contacted me last week for the bug I sent months ago, and he was trying to find a solution to create the mipmapping effect with another option of Maya.
The tips he gave to me only works with High quality renderer.
I did a little function in Maya activing the right attributes on your file and material nodes :
The material ambient color will simulate a self-illumination mode, you can delete it if you do not need it.
About the "preFilterRadius" it will create the smooth effect. But I don't understand yet how to get a Triniliear mipmapping mode with that.
Filter offset will affect a little more the smooth effect... but I prefer to keep it OFF...
Other parameters will only help to activate the effect in the viewport.
Please note this :
This is only a tips, it doesn't resolve the problem yet and nothing was said they was trying to fix the main bug.
But this is on progress... we got week end... then I do not know the coming news for this week about the last email I sent!
Replies
It could mean that:
1. No change in viewport at all (still shows textures but wrong filter method)
2. Textures disappear completely (or maybe get replaced with a flat colour)
3. Textures turn to weird artifacted noise
Determining exactly "how" it's not working can really help to diagnose the problem.
check if you havent given maya application specific driver settings
No screenshot needed folks, sorry about not explaining right, here's the thing:
- I go to hardware texturing options of the viewport (shading tab)
- I apply to Trilinear Mipmap options filtering.
- I get no different effect and it is still with bilinear default one only.
- No matter what filter I choose, it still goes to bilinear default, the only one that works also is nearest.
what about unfiltered?
Are you sure to be able to compare bilinear filtering and trilinear filtering?
What about your driver settings? Do you have set something like "force bilinear filtering" ?
Thanks
Check if it wasn't set on bilinear filtering..
maya 2009, GTX260 and latest drivers.
I'm pretty sure it worked before
drivers or maya?
But it doesn't work anymore since I bought Maya 2009 and I have to switch under Unity for have this TriLinear Mipmap mode...
Was working very well on Maya 2008 and my Laptop.
Only the Unfieltred and Bilinear modes are still working under Maya 2009 on the same Laptop (GeForce 8600M GT)....
To tell the truth I didn't tried on my wife's Laptop yet...
I'll wask to another friends this afternoon to know more about it...
Just a noob question.
Also it can be handy to toggle the filtering depending on what assets you're working on - for low poly DS/handheld spec stuff you want filtering off, and for normalmapped stuff you want it on. It can also be useful when using stuff like procedural checker maps since Maya filters these too (which is a right pain), so turning filtering off gives a much clearer view of the checker texture.
Additionally this doesn't really have anything to do with viewport shaders or game engines, it's just a general use thing. He could be working on highpoly pre-rendered stuff that he needs to see the filtered or unfiltered texture for.
... but nothing.....
Then I opened a new thread on the Autodesk community in the Maya 2009 section....
http://area.autodesk.com/forum/autodesk-maya/autodesk-maya-2009/bug
gt-mipmap-options
Also send a bug report from the main website...
I also update my maya with the SP1 but nothing change...
and Also tried the trial version of the 2010 version and same problem, Trilinear mode doesn't work ahaha!
Then 2 options :
- Bug report : http://usa.autodesk.com/adsk/servlet/item?id=12331406&siteID=123112&SelProduct=Maya
- message on the Autodesk website : http://area.autodesk.com/forum/autodesk-maya/autodesk-maya-2009/bug
gt-mipmap-options
Could be nice if some people arround could add they contribution
Using GTX260, Win7 64bit, Maya2009
We are talking about the Hardware texturing option in Maya stil not working in 2011 version!
Now someone from Autodesk contacted me last week for the bug I sent months ago, and he was trying to find a solution to create the mipmapping effect with another option of Maya.
The tips he gave to me only works with High quality renderer.
I did a little function in Maya activing the right attributes on your file and material nodes :
global proc SAMA_MipMapping ()
{
string $lsFile[] = `ls -type file`;
for ($file in $lsFile)
{
setAttr ($file + ".filterType") 1;
setAttr ($file + ".preFilter") 1;
setAttr ($file + ".preFilterRadius") 5;
setAttr ($file + ".useCache") 1; // = Use Bot
setAttr ($file + ".filterOffset") 0;
}
string $lsLambert[] = `ls -type lambert`;
for ($lambert in $lsLambert)
{
setAttr ($lambert + ".ambientColor") -type double3 1 1 1 ;
}
}
The material ambient color will simulate a self-illumination mode, you can delete it if you do not need it.
About the "preFilterRadius" it will create the smooth effect. But I don't understand yet how to get a Triniliear mipmapping mode with that.
Filter offset will affect a little more the smooth effect... but I prefer to keep it OFF...
Other parameters will only help to activate the effect in the viewport.
Please note this :
This is only a tips, it doesn't resolve the problem yet and nothing was said they was trying to fix the main bug.
But this is on progress... we got week end... then I do not know the coming news for this week about the last email I sent!
I will keep updated the thread.