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Blurry textures with custom shader

Blurry textures with custom shader

2003-12-07       - By Mike Mcaulay

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Reply:     1     2  

I have created a custom shader node.  When applied to a mesh, the texture
looks correct when I render, but is blurry in the viewport.  It looks
filtered, like a low-res mipmap.


I built the sample lambert shader node (lambertshader.cpp) that ships with
Maya, and it exhibits the same symptom.  The default lambert and blinn
shaders OTOH behave correctly - the texture is equally crisp in the viewport
and in a rendered image.  (BTW, these tests are done with the same mesh,
camera setup and texture file, just applying the 4 shaders sequentially and
observing the change in visual quality in the viewport)



Does anyone know what's going on here?



Thanks in advance,



Mike



-- --Original Message-- --
From: Mike Mcaulay [mailto:mmcaulay@(protected)]
Sent: Tuesday, November 25, 2003 1:03 PM
To: 'maya-dev@(protected)'
Subject: Custom shader node has a hammer on its icon



Hello list.  I'm creating a custom shader node.  Although it seems to be
working correctly (I can connect it to a shading group and it will affect
the appearance of a mesh in the expected manner) it shows up in the
Multilister as a checkerboard with a claw hammer superimposed over it.  I
assume this means its malformed in some way, but I can't find anything in
the docs to help me determine what the problem is.



Does anyone know what the hammer means?  Can anyone suggest where in the
docs I might look to find the answer to similar questions in the future?



Thanks in advance,



Mike



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