[Unreal Engine] - Blurry Textures / Materials & Mipmaps [Fix]

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  • Опубликовано: 31 янв 2025

Комментарии • 121

  • @hannahcrawford9198
    @hannahcrawford9198 5 лет назад +27

    Just a heads up that by setting MSAA while still using deferred rendering you're just turning Anti Aliasing off completely, FXAA should have the same anti-flicker properties but retaining edge smoothness.

    • @EliasWick
      @EliasWick  5 лет назад +3

      Hey, that is something that I didn't quite know. I appreciate the answer. I'll pin your answer to the top so that others can see. Thank you :)

    • @hannahcrawford9198
      @hannahcrawford9198 5 лет назад +1

      @@EliasWick Yeah, It's quite annoying as a lot of deferred rendering is done in screen space so you can get lots of cool effects such as SSR and SSAO but unfortunately it doesnt support MSAA, I actually like temporal AA and it's really interesting how it works but it seems a lot of gamers think it makes things look muddy.

    • @EliasWick
      @EliasWick  5 лет назад

      @@hannahcrawford9198 Yeah, I am personally not a big fan of Temporal AA, mostly because of that muddy effect. It also causes some issues with some post process shaders. However, I probably haven't done enough testing to know what my favourite is yet. ;)

    • @vizperdrows8090
      @vizperdrows8090 4 года назад

      Awesome thank you very much

    • @radinbatis1302
      @radinbatis1302 4 года назад

      This is great, but what is "anti-flicker properties" ? for MSAA, forward rendering is needed, what about FXAA?

  • @KouKaiii
    @KouKaiii 7 месяцев назад +1

    Perfect, had a fence texture fading out at like 3meter distance now its fixed much love.

    • @EliasWick
      @EliasWick  7 месяцев назад

      Glad I could help!

  • @blueslothvfx7174
    @blueslothvfx7174 6 лет назад +5

    i just want to say thank you haha. This has been bothering me forever :D

    • @EliasWick
      @EliasWick  5 лет назад

      No problem, glad you found it helpful! :)

  • @velikiy-prikalel
    @velikiy-prikalel 4 года назад +2

    Нашёл, что надо) Спасибо!
    Ребят, если загружаете png с низким разрешением, и хотите убрать размытые пиксели, то устанавливайте в настройках текстуры Compression settings на UserInterface2D, и Texture Group на 2DPixels

    • @EliasWick
      @EliasWick  4 года назад +2

      Это верно!

  • @suryasel.7065
    @suryasel.7065 2 года назад

    4 years later this saves me a ton of headache while developing for Quest. The defaults looked so awful that it was driving me nuts.

    • @EliasWick
      @EliasWick  2 года назад

      Super happy you found this helpful! :)

  • @Bomkikgames
    @Bomkikgames 2 года назад +2

    Hi Elias ! I did follow the tutorial step by step but the texture dont change if my character is close to them, they seems all blurry, any suggestion?

    • @EliasWick
      @EliasWick  2 года назад

      Hmm, does your texture have any MipMaps? That could be the case for you.

    • @Bomkikgames
      @Bomkikgames 2 года назад

      @@EliasWick Yes they have, maybe it's different in ue5

    • @EliasWick
      @EliasWick  2 года назад +1

      @@Bomkikgames I just did a test on Unreal Engine version 5.1. It still works. Simply select the texture and set the MipValueMode to MipBias and then plugin a scalar / float value, then change the value to a negative value like -1 or -2. If you go into the texture, you can see if it has Mip Levels, it's close to where you can toggle the RGBA channels.

    • @Bomkikgames
      @Bomkikgames 2 года назад

      @@EliasWick oh, thanks for the answer I will check it !

  • @igrayu_v_roblox
    @igrayu_v_roblox 3 года назад

    Thank you, friend, for the useful information!

    • @EliasWick
      @EliasWick  3 года назад

      No worries friend! Glad you found it helpful :)

  • @Igrium
    @Igrium 6 лет назад +2

    How did you get tree leaves to to work? When I make my leaves transparent (I'm also doing a minecraft themed thing) you only see the leaf texture of the front leaf block.

    • @EliasWick
      @EliasWick  6 лет назад +2

      TheSam54123 I have made a Minecraft environment tutorial. It's one of my latest uploads. See my channel for more information.

  • @THEBEANLORD4
    @THEBEANLORD4 4 года назад

    I accidentally fucked something up and you litterally saved my eyes

    • @EliasWick
      @EliasWick  4 года назад

      Oh that's great! Glad I could help Jackson! :)

  • @gowasnoga
    @gowasnoga 6 лет назад +3

    my texture has this option inactive - why and how do i turn it on so i can use mipmap?

    • @EliasWick
      @EliasWick  6 лет назад

      I am using a parameter 2D. You are probably using another type of texture than I am. You can then enable the parameter in the options menu to the left.

    • @gowasnoga
      @gowasnoga 6 лет назад

      @@EliasWick Ty for answer but I can't find this parameter 2D - is it '2D Pixels' in texture group in LOD section or what? Where I can find it? I am just a beginner

    • @EliasWick
      @EliasWick  6 лет назад +1

      @@gowasnoga I'll help you as soon as I get home :)

    • @gowasnoga
      @gowasnoga 6 лет назад

      @@EliasWick Cool! Thank you! I will wait then :) also I reproduced your steps from 1:45 and when I increase parameter value - its getting blurry not only in a distance far away but also close to me, no matter how far or how close i stand :(

    • @EliasWick
      @EliasWick  6 лет назад

      @@gowasnoga In your material graph you need to create a TextureSampleParameter2D, when you select it, in the menu to the left you change mip value mode to MipBias. You then need to plug in a constant Paramter to change the distance.

  • @abdulrahmanwazzer3577
    @abdulrahmanwazzer3577 2 года назад

    how do i make this works for all textures and dont have to go to every single file ??

    • @EliasWick
      @EliasWick  2 года назад

      You can select all textures and go into the batch editor. There you can change all settings for all textures.
      If you want to do this for each material you have. I believe you will have to change each material by hand. A suggestion would be to make a material function, to allow you to change all materials values in the future.

  • @davidsolano2423
    @davidsolano2423 2 года назад

    Hi, I´m working in an interior project un UE5.1 but when i´m opening the project some textures appear blurred, I don´t know what is the problem yet. Do you know any solution? thanks.

    • @EliasWick
      @EliasWick  Год назад

      The resolution or the MipMaps, as well as the compression can cause this. I suggest looking at all three to find the bottleneck.

  • @Banqie
    @Banqie 2 года назад

    Hey Elias,
    I’m having an issue with packaging that has to do with miplevels. I am getting an error stating that a texture is missing/doesn’t have miplevels and to please delete. Could you help with this?

    • @EliasWick
      @EliasWick  2 года назад

      Hmm, sure. It is however very difficult for me to help with that. Have you tried to remove it and seen if that resolves the issues?

    • @Banqie
      @Banqie 2 года назад

      @@EliasWick Thanks for the reply but I ended up figuring it out. It got to the point where if I tried to edit one of the textures it could crash ue4 but when I did Bulk edit, it allowed me to change the Power of 2 Mode and the Mip Gin settings

    • @EliasWick
      @EliasWick  2 года назад +1

      @@Banqie Hey! That's great! I am happy you ended up solving it!

  • @matthewschuessler8493
    @matthewschuessler8493 11 месяцев назад

    Thank you 🎉

    • @EliasWick
      @EliasWick  11 месяцев назад

      You are welcome Matthew! :)

  • @torgath5088
    @torgath5088 Год назад

    Does it help performance?

    • @EliasWick
      @EliasWick  Год назад

      In what capacity? Do you mean by disabling MipMaps?

  • @TheMurras
    @TheMurras 4 года назад +1

    So if i get this correctly mip maps are generated by the editor to improve performance from far object's textures and they are activated automatically if my texture is power 2.
    In this case i can import a non power of 2 textures for my UMG interface so i won't have it lose quality right?

    • @EliasWick
      @EliasWick  4 года назад

      Correct, you have summarised how MipMaps work, pretty much.
      I think 2x2 pixels is the lowest possible texture size, maybe 1x1 is possible too, I haven't looked into it that much.
      Technically you can import any size texture, however, you should stick to the power of two texture size for optimization on the graphics card.
      You can disable the MipMap in the texture settings, if it bothers you.

  • @franonymous3096
    @franonymous3096 5 лет назад +1

    When I put a low res texture in unreal it is all blurry. Any idea on how to disable that?

    • @EliasWick
      @EliasWick  5 лет назад +1

      I sure do, you can right click on the texture and in texture and in the context menu you should find something called Apply paper 2D... something.
      Alternatively in the texture options set the filtering to nearest neighbour.

  • @ardiankrasniqi5280
    @ardiankrasniqi5280 4 года назад

    well i used this but this did work only on road it doesnt work on other buildings or other materials any solution?

    • @EliasWick
      @EliasWick  4 года назад

      How do you mean that It doesn't work on other materials?

  • @TheRhalf
    @TheRhalf Год назад

    I find this on many unreal engine games i play like system shock and boltgun, it's really annoying i wonder if there's a way to double the distance from the mipmaps

    • @EliasWick
      @EliasWick  Год назад

      You can control the mipmaps on the textures themselves, modify the project settings or the mip distance directly on the material.

  • @Diana2zzz
    @Diana2zzz 5 лет назад

    Excuse me, I encountered a problem. When the game was packaged, play on a computer with small video memory, and the ground would not fully load. Like a level of LOD, the trees and grass were floating, and all the Texture were blurred. When I lower the resolution, the ground will be displayed fully. Is there any way to solve this result after the video memory is full?

    • @EliasWick
      @EliasWick  5 лет назад

      It could be caused by low memory. Verify that you have the least minimum requirement for the engine. Also try to optimize your materials and models if that is the case.
      If you create a new project and import all the meshes and models does the packaging work then?

    • @Diana2zzz
      @Diana2zzz 5 лет назад

      @@EliasWick This will only happen on computers with small video memory.

    • @EliasWick
      @EliasWick  5 лет назад

      @@Diana2zzz Oh I understand the question now. Yes I believe there is a node in the material editor that allows you to change texture based on the graphics settings or the texture size or something similar. I don't think I have ever used it. I hope you will be able to find it.

  • @elijahgames192
    @elijahgames192 3 года назад

    How did you get rid of texture filtering with mip maps, the 8-bit method I use doesn't allow for mips

    • @EliasWick
      @EliasWick  3 года назад

      Could you explain a bit more so that I can understanding. Is the texture 8x8 pixels?

    • @elijahgames192
      @elijahgames192 3 года назад

      @@EliasWick no its 64x64 pixels, I don't want them to have filtering on them and the 8-bit kept the color but removed the filtering, but it also make it use only 1 mip.

    • @EliasWick
      @EliasWick  3 года назад

      @@elijahgames192 If you double click the texture, you should be able to disable the texture MipMaps? I think there is a no mipmaps checkbox.
      You can view the Texture Aligned video I made as well. I think that it might give you some insights as well.

    • @elijahgames192
      @elijahgames192 3 года назад

      @@EliasWick ok

    • @elijahgames192
      @elijahgames192 3 года назад

      @@EliasWick i figured the problem out, but i also have another slightly unrelated question, and its how can i get players to make their own textures to import into the game as a skin?

  • @Obscure_man31
    @Obscure_man31 5 лет назад +1

    I must ask how does mip mapping improve the image/texture quality because to be honest it looks like it decreases the quality its like depth of feild and i dont like that.

    • @EliasWick
      @EliasWick  5 лет назад

      It doesn't improve quality, however it optimizes the game which in turn allows it to run faster on your machine.

    • @Obscure_man31
      @Obscure_man31 5 лет назад +1

      @@EliasWick ah ok makes sense but to be honest its really not for me though so i digress

    • @EliasWick
      @EliasWick  5 лет назад

      @@Obscure_man31 it's not the most effective method. It' also there to make textures look better which are far away from the player.

    • @Obscure_man31
      @Obscure_man31 5 лет назад +1

      @@EliasWick ok so its like motion blur and depth of feild and i dont like that but its not for me but if you like it than good for you i respect your opinion

    • @EliasWick
      @EliasWick  5 лет назад

      @@Obscure_man31 It depends on the project so to speak. Some projects will look trash with MipMaps enabled, and it goes the other way around.

  • @thecakeisalie6392
    @thecakeisalie6392 5 лет назад

    Will this increase performance or is only for aesthetics purposes?

    • @EliasWick
      @EliasWick  5 лет назад +3

      This will increase performance. The technology replaces textures with a mipmaped one which is smaller. For example if you have a texture that is 512x512 the lower one after that would be 256x256, 128x128, 64x64 and so on.
      This video demonstrates how you can control when the mipmapping will start.
      I hope this answers your question :)

    • @thecakeisalie6392
      @thecakeisalie6392 5 лет назад +1

      @@EliasWick I see, thank you so much for your time, you've explained it perfectly, this is a very valuable info!

  • @INFALTAVEL
    @INFALTAVEL 5 лет назад

    Thanks!

  • @Deck_Dynasty
    @Deck_Dynasty 6 лет назад

    Thanks, Elias. Do you know how to change the texture group settings in the .ini files? Documentation says they're in yourproject>config>engine.ini, but I only have a defaultengine.ini, and when I tried to add a texture group's setting the way the documentation lays out, nothing, even while playing as standalone...

    • @EliasWick
      @EliasWick  6 лет назад

      You might want to look in the main engine folder instead. So not the folder for your specific project.
      Also make sure you have hidden folders visible.

  • @S4NT1_27
    @S4NT1_27 3 года назад

    And if I have a texture object?

    • @EliasWick
      @EliasWick  3 года назад

      In that case it wouldn't work. However, a texture object is fed into a texture in the end.
      What you possibly have is a material function. If you open that function by double clicking on it, you can change the actual texture settings.

  • @flane2188
    @flane2188 4 года назад

    I don't have a mip level parameter

    • @EliasWick
      @EliasWick  4 года назад

      Watch the video again and follow all the steps :)

  • @soda9023
    @soda9023 6 лет назад

    Where can I download the master material's image?

    • @EliasWick
      @EliasWick  6 лет назад

      How do you mean? What master material image? :)

    • @EliasWick
      @EliasWick  6 лет назад

      Do you mean the texture? The texture is from minecraft :)

  • @murity3744
    @murity3744 4 года назад

    This man holds illegal substances such as those cursed Minecraft spheres.

    • @EliasWick
      @EliasWick  4 года назад +1

      Haha, I do indeed ;)

  • @0ooooooooooooooooooooo0
    @0ooooooooooooooooooooo0 6 лет назад

    Pls make more Piano Songs, the are soo awsome

    • @EliasWick
      @EliasWick  6 лет назад

      lasso 004 hehe thank you! I'll see what I can do about it ;)

    • @0ooooooooooooooooooooo0
      @0ooooooooooooooooooooo0 6 лет назад

    • @EliasWick
      @EliasWick  6 лет назад

      lasso 004 Oh thats so nice of you to say that! Thank you very much!

    • @0ooooooooooooooooooooo0
      @0ooooooooooooooooooooo0 6 лет назад

      And one Question: Could u please upload curves for the Roads in the 30 days pack? There are only Crosses, but I need curves. Would be so nice

    • @0ooooooooooooooooooooo0
      @0ooooooooooooooooooooo0 6 лет назад

      ?

  • @MrYurtex
    @MrYurtex 6 лет назад +3

    Thanks, i often forget how ugly, blurry antialiasing can make games look. Unreal is no different.

    • @EliasWick
      @EliasWick  6 лет назад

      No problem! Glad it was to some help :)

    • @coows
      @coows 5 лет назад

      Fxaa is blurry.

  • @droidxxi
    @droidxxi 4 года назад