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UDK - Texture Setting - LODBias

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all,

I was wondering if anyone has any insight, or possible solution, on why UDK might not be dropping LODBias levels when I tell it so via the Texture editor.

Basically, I have a texture on which I change the saturation and hue as needed, and like to apply to a model.

The thing is, some of the models I apply the texture to don't need sharp textures and infact would benefit from a blurry texture from the Mip levels, so I would like to drop the Bias.

When I drop the Bias, the texture editor shows me the drop, but there is no difference in the material editor.

Even in the viewport, the change in the same.

Anyone have idea what might be the problem? Both December and January builds give me the same issue.

Replies

  • teaandcigarettes
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    teaandcigarettes polycounter lvl 12
    Hey Ace.

    By "dropping" do you mean you'r changing your bias to negative values?
    As far as I remember, mip bias needs to be positive.


    edit:

    Just checked it in the December build. No dice, setting it to either negative or positive values does nothing :(
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Yeah, I meant positive (as in making my texture blurry).

    I just retried in January build, and it looks like it's a hit and miss case. I tried doing the same thing for several other textures, including CubeMaps, Loading Screens and etc, they don't work, but for some reason the only one that works is BioSplat texture so far for me, looked at the settings, and nothing amazing about the texture.

    Is this normal? Also, I just took a look at the MipGen settings, and it seems like the Blur/Shapen, etc aren't working.

    Sad Panda.
  • teaandcigarettes
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    teaandcigarettes polycounter lvl 12
    Yeah, I also tried to Blur the texture via mip settings but that didn't seem to work either. However, I remember that this was working in the September build. '

    So yeah, weird shit.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    OK, bonus round, can I store information in my Alpha channel of the my cube map textures, or is that impossible?
  • Xendance
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    Xendance polycounter lvl 7
    It's a bias setting for the engine when it's determining which textures and mip levels to stream in, based on the texture location in the wold compared to the camera. I mean that I'm not sure if it even really drops a level completely, just changes the streaming distance to a much lower value (bigger than 0 still). My guess is that the streaming system is coded so that the material editor always loads the highest mip levels.
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