I want to be able to control the mipmap level for textures in the shader with a parameter but not sure thats possible. But wanted to check if there is something i missed. Im refering to materialX in karma.
Like in the image belowe I would like for example on this distance to read in the the 256k instead or I would want it to be higher because its a hero asset so it would read 2k at this distance.
possible to control mipmap level in materialX?
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- leoYfver
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- Yader
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- goldleaf
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mtlximage has a recipe in 20.5, which adds some texture controls.
https://www.sidefx.com/docs/houdini/solaris/kug/textures.html#filter_controls [www.sidefx.com]
https://www.sidefx.com/docs/houdini/solaris/kug/textures.html#filter_controls [www.sidefx.com]
I'm o.d.d.
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- jsmack
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goldleaf
mtlximage has a recipe in 20.5, which adds some texture controls.
https://www.sidefx.com/docs/houdini/solaris/kug/textures.html#filter_controls [www.sidefx.com]
what about direct control of mip bias?
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- catchyid
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Thx goldleaf and jsmack ...
The documenation https://www.sidefx.com/docs/houdini/solaris/kug/textures.html#filter_controls [www.sidefx.com] says: Normally Karma automatically handles choosing mip-levels and texture map filtering".
I tried to change "Texture Blur" from 0 (no blur) to 1 (full blur), but I could not see the difference (see image)! The image is jpg. Do I need to convert the image to a different format (or RAT), do I need build multiple mips level myself, how houdini choose the right mip level (e.g. could not see something like from this distance start using lower resolution mips...). Still learning the proper workflow, and info will be super appreciated
The documenation https://www.sidefx.com/docs/houdini/solaris/kug/textures.html#filter_controls [www.sidefx.com] says: Normally Karma automatically handles choosing mip-levels and texture map filtering".
I tried to change "Texture Blur" from 0 (no blur) to 1 (full blur), but I could not see the difference (see image)! The image is jpg. Do I need to convert the image to a different format (or RAT), do I need build multiple mips level myself, how houdini choose the right mip level (e.g. could not see something like from this distance start using lower resolution mips...). Still learning the proper workflow, and info will be super appreciated

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