Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 05-03-2014 , 12:15 PM
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Join Date: Mar 2014
Posts: 1

nearest unfilltered

if it put my hardware texture to Nearest (Unfiltered) and later on reload the texture my texture gets blurry

this also happens when i load up the save

is there a way to stop it from going blurry in my viewport every time i reload the save or reload a texture?
(maybe script that does it form me)
(the textures is used are minecraft textures so thats around 32x32 or 16x16)

# 2 05-03-2014 , 08:18 PM
Gen's Avatar
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Join Date: Dec 2006
Location: South FL
Posts: 3,522
I think you may have run into a legitimate issue here.

Run this. Basically, it searches for all shaders, changes the filters and makes a node that that is saved with the scene, which enables the script to run whenever the scene is loaded.

Code:
global proc gen_unfilteredTextures(){
	
	// list all shaders
	string $materialList[] = `ls -type "shadingEngine"`;

	// this variable will be assigned the value of the shader's
	// material info node
	string $matInfo;
	
	// start cycling through the list
	for ($shader in $materialList){
		
		// start searching for material info node
		string $connections[] = `listConnections $shader`;		
		for ($item in $connections){
			
			if (`objectType $item` == "materialInfo")
				$matInfo = $item;
			
		}
		
		// to avoid any script stopping errors, check if matInfo node exists
		// before acting on it
		if(`objExists $matInfo`)
			setAttr ($matInfo + ".textureFilter") 2;
		
	}
	
	// panel needs to be redrawn to update textures
	refresh;
	
}

// node that attaches script to scene, and will run whenever file loads
scriptNode -st 2 -bs gen_unfilteredTextures;


- Genny
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