Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: UT3 High-Res Textures


calculating Pi by hand

Status: Offline
Posts: 768
Date:
UT3 High-Res Textures
Permalink  
 


I was always wondering why textures in UT3 look so blurry compared to other games or even the UDK.

The answer is as simple as appalling. The vast majority of UT3 textures  have a LOD Bias of 1 by default. Which forces them to always use the first MipMap at a close distance. What this means is that each texture is beeing used at a quarter of its actual resolution.

 

So, what do you have to do now?

Double click on a texture in the generic browser to open the Texture Properties window. Scroll down to the LODGroup setting and change it from Texturegroup_World to Texturegroup_Skybox or Texturegroup_UI.

Both of these presets have a LoD of 0. _Skybox is limited to 2048x2048 textures whilst _UI can handle 4096²px textures, too.

lod_0tiyw5.jpg

 

 

The good news is that this will work with most(some?) stock textures from cooked packages, too - though not all of them.

The visual difference is beyond any doubt.

 lod_4jux0v.jpglod_35tzk9.jpg


lod_6qolds.jpglod_5ufb9c.jpg

 

P.S. I have no idea if this is common knowledge but I only found few infos on this topic.



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

Good find my friend! 8D

__________________

I like playing with stuff!



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

Have you changed this part in the utengine.ini?

[SystemSettingsEditor]
TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0)
TEXTUREGROUP_UI=(MinLODSize=1024,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_Vehicle=(MinLODSize=1024,MaxLODSize=2048,LODBias=1)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1024,MaxLODSize=2048,LODBias=1)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1024,MaxLODSize=2048,LODBias=1)
TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1024,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=2)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1)

 

Otherwise I have no idea. It should work for every custom texture that does no have a different LODGroup already and also some stock ones / from cooked packages.

http://h11.abload.de/img/lod_7wbjzu.jpg

 



-- Edited by mAlkAv!An on Tuesday 3rd of July 2012 08:00:02 AM

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

I too, always founded the stock materials blurry.

I applied this on my wip maps using custom textures but it doesn't make any visual difference ?

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Heu... nope, I didn't change any ini's since it's not mention in the OP aww

But if I do apply the changes, I can't understand how it will look better on other pc's since most users don't change nothing in their ini's ? So it will look better on my pc only confuse

I can see it look a tad better with your example pic but I found the visuals improvements very little, honestly. Perhaps it would look better with other materials ?

But it's a good find m8 smile



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

No mate. What you can see in the .ini is just the preset defining. You could change the LoD settings there but noone else would profit from it, that's right. That's why you set the LODGroup in the editor. If you take a look at that listing you'll see that _UI and _Skybox presets have LODBias=0 whilst it's LODBias=1 for most of the other ones. You don't have to touch the ini.

Yeah, that pic from the barrel in your Megane map is a bad example because i was not able to change the specular map. Just take a look at those leaves in the opening post again ;)

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Yep, I understood what you explained in the OP but I didn't understand correctly your previous post, sorry ashamed Indeed, my ini's use the default settings smile

The difference is obvious in your OP but I didn't see any difference in my WIP maps even after change the LOD on all textures.

But, the way I understand it, if your using a stock texture that look blurry ingame, you will have to duplicate every one of the texture in your map package, set the LOD & will result in a much bigger map file.

I'm curious to see how it would look like with a map like Amissa since I've use many custom plants confuse



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard