#SOLVED - Texture blur

10 messages · Page 1 of 1 (latest)

robust harbor
#

Hi! I'm making small about me section on my site. I've uploaded Minecraft player object and I want to add texture that matches my skin. I've tried using texture loaders but every time my skin is rendering as blurry as shown on screenshot. Is there some argument that i'm mising?
For texture loading, i'm using this:

const texture = useTexture('/assets/About/CitralFlo-texture.png')
materials.Char.map = texture;
    materials.Char.normalMap = texture;

For model, i'm using:

return (
        <group ref={group} {...props} dispose={null}>
            <group name="Sketchfab_Scene">
                <group name="Sketchfab_model" rotation={[-Math.PI / 2, 0, 0]} scale={1.67}>
                    <group name="root">
                        <group name="GLTF_SceneRootNode" rotation={[Math.PI / 2, 0, 0]}>
                            <group name="Alex_18" position={[-0.01, 1, -0.03]} scale={0.62}>
                                <group name="GLTF_created_0">
                                    <mesh>

                                        <primitive object={nodes.GLTF_created_0_rootJoint}/>
                                        <skinnedMesh name="Object_7"
                                                     geometry={nodes.Object_7.geometry}
                                                     material={materials.Char}
                                                     skeleton={nodes.Object_7.skeleton}
                                        >
                                        </skinnedMesh>

                                    </mesh>
                                </group>
                            </group>
                        </group>
                    </group>
                </group>
            </group>
        </group>
    )
}

The model i'm using has been brought to life using some model loader for .glb file.
The skin is applied perfecty but i has some blur on it and the pixels are blurred. If you could help me ❤️

upbeat willow
#

My guess is that you're using a bilinear filtering mode on the texture (which is standard) and while that's generally desirable, here it leads to the sort of results you're seeing. You need to specify that your texture is meant to be blocky; try

texture.magFilter=THREE.NearestFilter;
robust harbor
#

hell yeah it works

#

if i want to read about it more, can you recommend me some source?

#

SOLVED - Texture blur

upbeat willow
robust harbor
#

thanks a lot ❤️

upbeat willow
#

Very welcome!

fresh crypt
#

Hey I tried this solution and it is not working for me

hexed oxide