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Old 1 Week Ago
steely steely is offline
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View port texture problem.

Hey guys I have this problem when setting up my view ports. The texture looks like one huge blur.
FYI I run 2 nvidia 8600 gts cards that are dx10 but I still use dx9, and I'm using 3D Max 2009.

Here is what it looks like and how it should look like:





Now I was in reading your FAQ section and I came across this:

Q : My blueprints look awful in the viewports, and I've already made sure the graphics settings are maxxed out. What do I do?

A : 3dsmax utilizes the display card to render its viewports, and as such, it has the same limitations of a graphics card. This means textures whose dimensions aren't squares of two will need to be forced into a resolution, which usually makes them appear pretty bad quality. To fix this, simply make sure the prints have texture dimensions that are squares of two, and your prints should look crystal clear in the viewports. (squares of two = 32, 64, 128, 256, 512, 1024, 2048, 4096)


But I don't understand the square thing?
See what I did was created my front and back at 512 / top and side at 1024 and when adding them to 3d studio max I made the planes 400x400 for top and side / 200x200 for front and back.

Any suggestions?

BTW very nice forum you have here, lots of interesting reads.
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Old 1 Week Ago
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Catlin Catlin is online now
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Everybody has this problem

try this http://www.smcars.net/forums/tutoria...eprint+quality

and welcome
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Old 1 Week Ago
steely steely is offline
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Great thx for the info and help. I think i got a handle on it now..
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Old 1 Week Ago
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peterliang peterliang is offline
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Yeah usually Max has a hard time displaying like so...on my machine I also need to turn on texture correction to see the full details...
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Old 1 Week Ago
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multimediaman multimediaman is offline
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what that means, is that for optimal results, your texture dimensions (the image file itself) will be in squares of two.

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, and 4096 are all squares of two.

You can have any combination of these numbers to some degree, and the texture will display properly.

for example, a 512x512 texture... or a 512x1024. 1024x1024 and 2048x1024 will also work. even a 2048x512 will work. The main thing is to keep the texture dimensions as squares of two.

I'd strongly recommend against using image size to stretch or squish the image to those dimensions, rather I'd resize the largest dimension uniformly to the nearest square of two, then use canvass size to add blank data until the image dimensions are squares of two.

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Old 1 Week Ago
steely steely is offline
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Ok I got what it is your saying and all is bliss.. lol

But now when I open my recent file I get this BS..



And I didn't change anything that I know of... WTF?
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Old 1 Week Ago
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multimediaman multimediaman is offline
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it can't find those image files. they were either renamed, or moved somewhere... or the folder(s) they were in were renamed...

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Old 1 Week Ago
steely steely is offline
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Ok thx for clearing that up for me, forgive me for my noobness..lol
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