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Max RTT: non square ascpect ratio

polycounter lvl 12
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Piflik polycounter lvl 12
I am currently trying to render a 2048x1024 Map (or rather 3...Normal, AO and Diffuse) using 3ds Max (MRay) and it seems to me that it is of lower quality than it has any right to be...apparently Max renders it full 2k and resizes it afterwards...when I watch the Framebuffer during rendering, I can see details nice and crisp that are completely blurred once the Map is on the model, both in Realtime Display and Offline Rendering (also MRay)...is Max' resizing algorithm that bad and I should be rendering full 2k and resize using PS or is that just my imagination?

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  • MoP
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    MoP polycounter lvl 18
    Well, if it's blurred in the viewport and the render, you might want to check the viewport settings for "Download texture size", and make sure "Match bitmap size as closely as possible" is enabled. This might improve the realtime quality.

    For the render, try turning off any sampling on the texture and re-render, I find with Mental Ray the default texture sampling makes a lot of textures look much blurrier than they are. You should be able to do that in the Bitmap's properties in the Material Editor.

    I don't recall ever having issues baking non-square textures in Max, so I'd recommend trying those things out first.
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    how does the texture appear in photoshop. max might be resizing it to a square when it loads it into vram.. that said it shouldnt do it offline

    I did a few non squares recently with the scanline with no problems. why are you using MR? Scanline tends to be much better for baking as you get the gloabl super sampler
  • MoP
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    MoP polycounter lvl 18
    Ooh, sorry, missed that you were baking it in Mental Ray. I have no experience of that, so it could just be a dodgy bake, yeah. I've never had any issues with the scanline renderer for baking.
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