Talk:Moiré pattern

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Moire patterns vs Anisotropy

Mip maps improve anisotropy, the appearance of textures from an oblique angle, keeping the textures from looking blurred in the distance. They don't help much with Moire patterning artifacts. The Moire effect is usually caused by high contrast, underscaled textures seen from a distance, but not at the oblique angles where mipmapping helps. This article should be moved to Anisotropy, Anisotropic filtering, or mipmapping.--Jefe (talk) 02:52, 18 October 2013 (UTC)

I had this discussion with Tock as well on Skype. For me, moire patterns occur due to overscaled texture mapping, creating many tiles of the same texture that when viewed from a far render distance appears as waves and ripples. I used Calidae Desert as an example, specifically the fences and pyramids in RC2:
Moire Pattern on Calidae Desert RC2
--Torran (talk) 05:32, 18 October 2013 (UTC)

I agree, but I think we are using "underscaled" and "overscaled" to mean the same thing, a texture that is tiled too many times. If you think of texture scale in terms of how large it is stretched over a given area, a texture that isn't stretched far enough is "underscaled" and will tile many more times. Scaling can be expressed as a scale factor, as seen in these examples:

Moire UT2004 Scalefactor 5.jpg In this image the checkered texture is scaled at a factor of 5 and does not show moire patterning.

Moire UT2004 Scalefactor 0.25.jpg In this image the checkered texture is scaled at a factor of 0.25 and does show moire patterning.

In Mario Kart, Calidae is my prime example of the Moire effect too. --Jefe (talk) 07:15, 18 October 2013 (UTC)

I agree that the effect is much better visuell in Calidae Desert but I don't agree that Mipmaps can't "fix" the Moire effect. Even on the official Wikipedia.org page they state the fact that you can overcome the Moire effect with the use of mipmapping and anisotropic filtering.
Tock (talk) 13:15, 18 October 2013 (UTC)

How to fix this patter with Wiimms SZS Tools

This method is not tested but should work.

Step 1: Make sure your texture has Mipmaps.
Step 2: Extract your course.MDL0 from the course_model.brres.
Step 3: Extract all Files from the MDL0
Step 4: Open the "MDL0.s08_0.materials.XX.bin".
Step 5: Go to the MinFilter Offset of the Material Layer and change it to 00 05.
Step 6: Reencode the MDL0 and course_model.brres.

I have move the section from page to discussion, because I have never implemented reading the MDL files (step 6).-- Wiimm (talk) 05:38, 18 October 2013 (UTC)

Mipmaps

How do I enable mipmaps?
WexosMk (talk) 07:20, 13 July 2015 (UTC)