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Posted

I'm seriously annoyed by the standard rendering of mipmaps in 3d studio max, It's really overdone and makes my textures look blurry. Working without mipmapping is alright though but when working on big scenes the pixely mess isn't all that nice to look at either. Is there any way to get 3dsmax to render proper mipmapping like in a game engine? Some shader where I can adjust the ammount of anisotropic filtering or something like that?

If anyone can help me out here, that would be awesome :)

Posted

i dont think you want a shader you want to tell your graphics card to use the "mipmapbias" function ( i think that is what it is called in opengl ?! ) every studio i have worked at yet its allways the first thing i tell them: "find out how to access that and push the mipmaps back !" its digusting how it is allways by default D:

so how you do that in max i have no idea i wish maya would display mipmapps and anti aliasing at all ;)

Posted

:o:shock:

I just simply used the nvidia configuration to always use 16x antialiasing in max... and it works! Awesome :D. Such a simple solution!

EDIT: I just enabled maximum anti aliasing and high quality settings in nvida configuration and the 3dsmax vieport looks AWESOME now!! I cant believe I only now figured that out!

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