Try moving that detail into the detail maps and use a more general texture for the parts of the rug a few feet away. Look into distance fade nodes for more.
Try moving that detail into the detail maps and use a more general texture for the parts of the rug a few feet away. Look into distance fade nodes for more.
how do you suggest me to move all the small details into a separate sheet?
well...then it might have to do with the lightmaps resolution, the texture compression, the LOD settings or even the BSP brush... I usually replace my brush with mesh so i am a bit lost here sorry !
well...then it might have to do with the lightmaps resolution, the texture compression, the LOD settings or even the BSP brush... I usually replace my brush with mesh so i am a bit lost here sorry !
I think it has to do with the LOD, not being used. I remember importing high resolution textures in Source engine and it would automatically blur them out the further it goes
I think some of the users here were suggesting to do this:
Use an overlay detail texture that is only visible when the camera is close to the material. (use a Lerp node, and hook-up the distance-from-camera into the alpha-input). When the camera is further away, then the detail overlay is not used, so you don't have this problem of the Moir Pattern appearing when the camera is close-to-parallel with the surface. But when the camera is close to the floor then you will still see this nice carpet detail texture.
Replies
Try moving that detail into the detail maps and use a more general texture for the parts of the rug a few feet away. Look into distance fade nodes for more.
how do you suggest me to move all the small details into a separate sheet?
it's a flat bsp brush
I think it has to do with the LOD, not being used. I remember importing high resolution textures in Source engine and it would automatically blur them out the further it goes
Use an overlay detail texture that is only visible when the camera is close to the material. (use a Lerp node, and hook-up the distance-from-camera into the alpha-input). When the camera is further away, then the detail overlay is not used, so you don't have this problem of the Moir Pattern appearing when the camera is close-to-parallel with the surface. But when the camera is close to the floor then you will still see this nice carpet detail texture.