Difference between revisions of "Moiré pattern"

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{{Under-construction}}
 
 
{{Bugs}}
 
{{Bugs}}
  
This page describes how the '''moiré pattern''' looks like in-game and how to fix it.
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This page describes how the '''moiré pattern''' looks like in-game and how to fix or prevent it.
  
== Showcase of the moiré pattern ==
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== Overview ==
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The '''moiré pattern''' is when textures appear to flicker or clash at a distance. This is because [[mipmap]]s have not been enabled under the [[MDL0]] or the textures have not been imported correctly. To help prevent this issue occurring in tracks, there are a few ways in which you can help negate the effect. The main – and best solution – is explained below.
  
{{youtube-box|bug|2K6bpq1CQZ4|Mipmaps disabled in the MDL0}}
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== Importing and Encoding Mipmaps ==
{{youtube-box|tutorial|2yDEmhxIyAU|Mipmaps enabled in the MDL0}}
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=== Step 1 ===
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# Right click the .brres file and import a texture.
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# Find the texture you would like to import.
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# After selecting the texture, under '''MIP levels''' you can change the value to edit the number of mipmaps.
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# Once done editing the mipmap levels, click Okay to make sure they save.
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<gallery>
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File:Importing Textures With Mipmaps.png|Importing textures with mipmaps
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</gallery>
  
== How to fix this pattern in Brawlbox ==
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=== Step 2 ===
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# Double check your texture has mipmaps enabled.
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# Go to the '''MDL0''' of your .brres file.
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# Find the material you would like to add mipmaps to.
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# Click the material and then the material reference.
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# Under the '''MinFilter''', change the node to '''"Linear_Mipmap_Linear"'''.
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<gallery>
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File:Enabling Mipmaps in the MDL0.png|Enabling mipmaps under the MDL0
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</gallery>
  
[[File:Brawlbox_MinFilter_Linear_Mipmap_Linear.png|300px|thumb|Image of the BrawlBox menu]]
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== Re-encoding Mipmap Levels ==
# Make sure your texture has mipmaps.
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If you have already imported your textures into your .brres file and are unsure how to add mipmaps, this simple step will help.
# Open your MDL0 in BrawlBox.
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# Open the ''Materials'' folder.
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# Go to the texture you want mipmaps to be enabled on.
# Open a material.
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# Right click the texture and click, '''"Re-Encode"'''.
# Make sure the ''Scale'' is set to (1,1) and the ''Translation'' is set to (0,0).
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# Under '''MIP Levels''', enter the amount of mipmaps you want.
# Change ''MinFilter'' from ''Linear'' to ''Linear_Mipmap_Linear''.
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# Once done editing the mipmap levels, click Okay to make sure they save.
# Save your course_model.brres and import it into your SZS file.
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<gallery>
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File:Re-encoding and Adding Mipmaps.png|Re-encoding textures with mipmaps after importing
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</gallery>
  
 
[[Category:Bug]]
 
[[Category:Bug]]

Latest revision as of 18:53, 22 September 2021

This page describes how the moiré pattern looks like in-game and how to fix or prevent it.

Overview

The moiré pattern is when textures appear to flicker or clash at a distance. This is because mipmaps have not been enabled under the MDL0 or the textures have not been imported correctly. To help prevent this issue occurring in tracks, there are a few ways in which you can help negate the effect. The main – and best solution – is explained below.

Importing and Encoding Mipmaps

Step 1

  1. Right click the .brres file and import a texture.
  2. Find the texture you would like to import.
  3. After selecting the texture, under MIP levels you can change the value to edit the number of mipmaps.
  4. Once done editing the mipmap levels, click Okay to make sure they save.

Step 2

  1. Double check your texture has mipmaps enabled.
  2. Go to the MDL0 of your .brres file.
  3. Find the material you would like to add mipmaps to.
  4. Click the material and then the material reference.
  5. Under the MinFilter, change the node to "Linear_Mipmap_Linear".

Re-encoding Mipmap Levels

If you have already imported your textures into your .brres file and are unsure how to add mipmaps, this simple step will help.

  1. Go to the texture you want mipmaps to be enabled on.
  2. Right click the texture and click, "Re-Encode".
  3. Under MIP Levels, enter the amount of mipmaps you want.
  4. Once done editing the mipmap levels, click Okay to make sure they save.