Hey PC community. I've been putting together an environment and ran into a certain blur problem I can't seem to avoid.
Far - (Not that far of a distance and it intensely blurs)
![UDK_Asset_Blur_Issues_Far.jpg](http://i1100.photobucket.com/albums/g410/Perfect_Rolemodel/Art_Issues/UDK_Asset_Blur_Issues_Far.jpg)
Near
![UDK_Asset_Blur_Issues_Near.jpg](http://i1100.photobucket.com/albums/g410/Perfect_Rolemodel/Art_Issues/UDK_Asset_Blur_Issues_Near.jpg)
This doesn't happen with my other 3d assets even though it's imported the same way into UDK as my other stabled assets. It's this asset for some reason and it's very noticeable in my foreground environment. The texture page is 512x512. I thought to have found ways to fix this but when I saved the .upk file and restart UDK it eventually goes back to having this blur issue. I've tried to re-import the mesh and textures, hover my mouse over the generic browser icon so it won't blur in the view port and game, opening the texture icon (This only fixed it temporarily), and had a look at my LOD even though it wasn't the problem. Is there anyway to control the blur, or a fix.
Any help would be much obliged.
Replies
Ark: I've tried setting it to -1 and it still blurs. However I did try setting the LODbias to 1 and set the texture group to UI instead of World and that seemed to work even when I restart UDK.
I'm kind of confused as to why this happens. I didn't have to turn off mipmaps for my other assets only this one. So changing some of these options will affect the performance? That would be bad if this were to be placed multiple times in a playable game.
Thanks for all your kind help on my troubles.
I havent had this error myself, beacuse when i import my textures im very anal about my import settings. So check out the compression settings and see if that one messes things up.
On your texture files in the content browser go into the Texture Viewer. I'm almost positive checking/unchecking either bGlobalForceMipMap or SRGB fixed it for me. Those names could be wrong - it's from memory and I haven't had coffee yet :P
I would like to warn though this was probably 3-4 months so something may have changed in UDK that would make my post invalid.
Here is a shot of my texture properties setting of that wooden sign along side to compare with my other few assets. When I import I checked on defer compression, compression no alpha, and for the normals I added tc normalmap to compression setting. Even without those settings it still blurs.
I'm starting to think this could be a UDK bug. If this can't be fixed I won't use the special settings that affects the performance. I want to treat it as a real game asset so that way I learn. I'll just work around it by opening the diffuse, normal, and spec every time I start up UDK.
Added* Whoa! Now that I think about it. That rope and pole is a multi sub object from 3ds max. In game the rope doesn't blur just the wooden areas. o.0
Top texture Setting
Bottom scrolled down texture Setting
Try changing that last dropdown that says mipgen settings. See if there is something like nearest rather than linear.