x


Blurry Texture at large size.

Hey all,

I'm looking for a hand by any of you artistic types. I'm currently working on an In-Game Store and have mocked up nearly all of my menus, buttons, and textures in Photoshop prior to bringing into Unity.

The display I'm creating in based off of my desired screen size of 1920x1080, but the actual menu I'm creating has dimensions of 1700x1200. Obviously it's a fairly large image, and when created in Photoshop it looks really crisp and clean. However when I import into Unity I can't seem to keep the image from blurring. The borders blur into the fill, and the test looks like it drawn by a three year old.

I'm using an orthographic camera to render my HUD/UI elements so the depth should be an issue(is think), and I've tried nearly every setting available for the texture after importing it.

Is there a best practice when importing larger textures in order to mimic the quality of your texture from Photoshop.

Any help is really appreciated. Cheers!

more ▼

asked Apr 19 '11 at 01:47 AM

user-11551 (google) gravatar image

user-11551 (google)
27 2 2 3

check updated answer

Apr 19 '11 at 06:16 PM AngryOldMan

maybe it is the fileformat you save in PhotoShop, jpg gets compressed automatically, choose png it is loseless.

Apr 19 '11 at 06:40 PM GameGuy
(comments are locked)
10|3000 characters needed characters left

2 answers: sort voted first

The magic keyword here is mipmapping.

Mipmapping increases smoothness and decreases aliasing artifacts if a texture is rendered at a smaller size than its actual pixel resolution. However, even if displayed exactly at pixel resolution, it will introduce some amount of blurryness in Unity. In addition, several parameters influence how a mipmapped texture appears on the screen.

Essentially, you have two options:

  • To achieve a crisp rendering of your texture, set the Texture Type to "Advanced", disable MipMapping, and disable non-power-of-two scaling (otherwise you will introduce another level of blurring due to rescaling). The disadvantage is, you'll get aliasing artifacts, if you zoom out.
  • To achieve a smooth display of your texture at any viewing distance, enable mipmapping, use "ToNearest" power-of-two scaling (sometimes even "ToLarger" might be better), and set the Filter Mode to "Trilinear" (This is important! Otherwise MipMap interpolation will not work). The disadvantage is some level of blurryness in your texture rendering.

Note also that for certain types of textures, DXT-compression creates heavy artifacts, so you can try to set the Texture Format to "Automatic Truecolor" and see if that increases the readability of your text.

Obviously, you should increas the Max Size to at least 2048, if your texture width is 1700.

more ▼

answered May 25 '11 at 02:28 PM

Wolfram gravatar image

Wolfram
9k 8 20 52

Worked very well for me. Truly, mipmapping was the magic keyword.

Dec 04 '12 at 06:11 PM Saitodepaula

thank you!! :DD

Feb 23 at 05:17 PM Azaroth
(comments are locked)
10|3000 characters needed characters left

what size is your image? have you checked the texture settings? such as texture size and power of two settings in advanced settings?

Edit

have you tried switching off the power of two settings all together as well as switching of mip mapping, turning up aniso level and changing the wrapping settings.

If that doesnt work then I suggest using a texture that is already a power of two such as 2048x512

or

sizing your picture to be of the full screen size then draw your HUD where you want it to appear on screen and delete everything else on it, save it as a png and set it on the HUD to be full screen size.

or

sizing your GUI to be the same size as your picture (1700x600)

more ▼

answered Apr 19 '11 at 01:53 AM

AngryOldMan gravatar image

AngryOldMan
2.5k 12 21 47

1700x600.

I have played around in the texture setting for a fair amount of time. I've made sure that the texture size isn't getting scaled down (is at a max potentila higher than it's size), and also tried using the power of two settings to no avail.

Apr 19 '11 at 04:37 PM user-11551 (google)
(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x2193
x475
x286
x77
x27

asked: Apr 19 '11 at 01:47 AM

Seen: 4190 times

Last Updated: Feb 23 at 05:17 PM