Blurry textures with custom shader 2003-12-07 - By Mike Mcaulay
Back 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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