Hello guys, I am not a Udk expert and I have a mip map problem in my Scene...I searched on the web and tried to change the MipMap/Lod settings of my textures as suggested from some udk users, but I can't find a way to work it out.
It seems a pretty basic issue to me but I am stuck, I don't know what I am missing..
Here is the prolbem explained and the "default" import setting of my asphalt tile texture, anyone coul give me some advices on how to proceed?
Thanks
Replies
But you can change the mip map settings with the Mip Gen Settings, it's visible in your screen.
Where can be found a master anisotropic filtering "variable" for the entire scene?
What you're seeing a trade-off between performance and visual fidelity. You could just turn off mip maps entirely in the mip-map settings. That will stop this from happening (probably) but also hugely increase the texture memory requirements of your scene. So it's really not an ideal solution.
I don't know how to explain it properly, but basically, if you have a house, with tiled roof, extruding every couple of inches on the roof, will stop that nasty MM fading which you will be getting.
I'm not sure how UDK deals with this, nor how you can deform the ground to avoid this issue, but I would say to set your own levels of Mip's if that's possible.
http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
You should be able to tell it on how many Mip's it should stop.
as I know...Udk doesn't support native .dds images. It support Tga and Bmp and once imported, their converted to Dxt etc...
p.s. I am working on a Fall 2010 udk build
If you want you can run the game with "-MAXQUALITYMODE -NOTEXTURESTREAMING" in your shortcut. But even then you'll probably still see some mipping on textures.
Anisotropic filtering is a GPU setting. With Nvidia GPU's you can find the setting in the nvidia control panel.
http://iamsparky.wordpress.com/2011/07/12/mitmaps/