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Procedural textures goes jaggy with view change
Closed, ArchivedPublic

Description

--- Operating System, Graphics card ---
Win7 64 bit, GTX 560ti

--- Blender version with error, and version that worked ---
Problem: 2.68a to 2.69 TB1

--- Short description of error ---
>> Blender Internal

A stretched procedural texture mapped to a series of planes.
Each plane has different view direction to camera.
The flatter the plane to view, the more jaggy the texture becomes.

When the planes are subdivided, the problem starts to disappear.
The denser the mesh, texture becomes less jaggy.
But this isn't solving it, it only makes the mesh higher poly.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Just F12 of the file.
Mapping > Size > Y: change this to bigger and the the problem gets worse


Event Timeline

This is a limitation of blender internal. Procedural textures are not filtered, and there is no option to take multiple texture samples per pixel. What you found is a workaround, by adding more faces you will have multiple faces per pixels, and as a result you can get multiple texture sample. It would be useful to add support for control over this, but blender internal isn't really being actively developed at the moment.

I can't consider this a bug, only a feature request to improve texture filtering for procedural textures.

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Archived.Oct 4 2013, 7:54 PM

Just because this "bug" is BI "feature request" related, that don't mean it should be closed.

What about to do list? Will this "bug" be forever there?

No one is actively working on such issues, and there is a good chance BI will be deprecated at some point the future, so there is a good chance it will never get this improvement. It could be put on a todo list but if no one is working on it that's a bit pointless.