Hey everyone,
So, whenever using textures in Maya, I have always used the good ol' "Shading>Hardware Texturing>Unfiltered"
But in Maya 2012, it doesn't work. I mean, it turns off the default bilinear filtering, but instead splits each pixel into around 5 very short but long pixels.
I've tried, too, going into the individual material and adjusting the Hardware texturing, and setting resolution to "Highest (256X256)", and texture filter to "Nearest"
And yet it still looks wrong. Very low res, and not at all sexy.
Attached is an example. The left from Maya 2012, showing the annoyance. The right being Maya 2009, which does it right...
Thanks for any possible answers.
Replies
Windows -> Preferences -> Display (select display)
Texture settings (its the top of the list that pops up.
Also, if I switch the emphasis to either high-quality, or Fast, it doesn't fix my issue.
That should fix it.
And why would this all of a sudden only happen in Maya 2012? Seems odd.
Anyway, thanks- I'm going to try changing the image size- though that really is a painful solution.
In default mode: when using non square, non 2^n textures it will scale down the bigger of the sides to match the smaller (making it square)
If the sides are 2^n it can still be non square, but anything else and it will be forced to a square texture.....
In High Quality mode: It will choose the nearest (smaller) 2^n for both sides independently)
I sounds a bit retarded, but it seems to be the explanation why. Now the bigger question is why would they fuck this up if they had it working before
Edit: The same problem occurs in 2011 as well