Textures are getting blurry from a near distance

#1
Hi there,

This might not be the right place to post but I have a problem with my textures getting blurry if I stand too far away from them:

This is how it looks:



I just want it to look realistic with atleast seeing the second marking much better. (whiter)

Top down it looks like this





What could I have been doing wrong here? I read something about Alpha channels but idk, do you guys have anything i can read up on?
I really appreciate every help!

Best regards
 

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MOUSY

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#2
This is a limitation of Sketchup's OpenGL texture filtering, I believe, and not anything you are doing wrongly.
When exported to the game engine the textures will look as they should depending on what level of Texture Filtering you have in game. (Bilinear -> Trilinear -> Anisotropic, etc).
 
#3
This is a limitation of Sketchup's OpenGL texture filtering, I believe, and not anything you are doing wrongly.
When exported to the game engine the textures will look as they should depending on what level of Texture Filtering you have in game. (Bilinear -> Trilinear -> Anisotropic, etc).
Yep this is correct. Time to look at blender
 
#5
Hello:

IMHO, you do not need to use Blender to achieve control over 3D model display in the work-space. ;)


As in FS itself, this is a feature of Sketchup by purposeful design, and is AFAIK, intended to represent content on screen by emulating variations of visual sharpness for mapped texture materials as a function of real world distance.

https://sketchucation.com/forums/viewtopic.php?f=15&t=46920


Sketchup uses *.JPG graphic file format internally within its run time OpenGL display engine and emulates a MIPMAP mechanism in "Perspective" View mode to dynamically change perceived resolution of mapped textures as a function of perceived distance.

This perceived resolution of mapped textures as a function of virtual distance on a 2D screen image is:

* Greater at smaller angles of view along the axis of longer 3D object Faces

* Lesser at larger angles of view along the axis of longer 3D object Faces

* Minimal at a perpendicular angle of view to the normal axis of a 3D object Face


FYI: Sketchup "Camera focal length" is approximately the same as that of a 35mm film-based camera.

IIRC that focal length range is: 12mm (wide angle) to 2,400 mm (telephoto zoom); normal is ~50mm


To set a longer Sketchup "Camera focal length":

Sketchup Menu > View > Perspective mode > type a value between 100mm to 2,400 mm; press [Enter]

Default "focal length" for this type of 35mm film-based camera visual perspective is ~53mm.


To set a maximal Sketchup "Texture size" in its OpenGL graphics engine:

Sketchup menu > Window > Preferences > {System Preferences} Dialog > OpenGL

In OpenGL > "OpenGL Settings" section, 'Check':

* Use Hardware Acceleration

* Use Maximum Texture Size

* Use Fast Feedback


In OpenGL > "Capabilities" section, choose "#18 - True Color - High - Yes - 0x"

You may wish to utilize texture images in a non-lossy graphic file format such as BMP, PNG, or TIFF rather than JPG which is inherently lossy, and which degrades the original image each time it is saved after any edit (including merging with adjacent co-planar images via the "Combine Textures" feature).


Regarding what texture image resolutions Sketchup actually imports / exports:

https://forums.sketchup.com/t/is-th...ls-and-importing-images-into-sketchup/26233/3

https://blog.sketchup.com/sketchupdate/solution-low-resolution



Additionally, you may wish to utilize Sketchup plugin Ruby scripts by Aerilius that substitutes the Sketchup lower quality default internal graphics engine with the higher quality "ImageMagick" external graphics engine ...for a number of graphics operations.

By first using Aerilius' Make Unique Texture++ plugin:

http://sketchucation.com/forums/viewtopic.php?p=367210#p367210

...to make texture image Materials mapped to each face "Unique" via the ImageMagick graphics engine, the resulting "Combined Textures" should maintain original image quality (provided they are in a non-lossy graphic file format).


FYI: The Make Unique Texture++ is reportedly also now consolidated into the "Texture Resizer" plugin

http://sketchucation.com/forums/viewtopic.php?p=360679#p360679


BTW: Generally speaking, it is preferred that one uses identical (or very close to identical) dimensions of texture pixels (aka "Texels") per Meter (aka "Texel density") for all texture Materials mapped onto each side / roof or other "surface" of a texture-mapped 3D model.

This facilitates accurate and fast calculation by the FS rendering engine at run time, of MIPMAP and LOD switching parameters for scenery objects (based on each objects on-screen pixel size at one's user aircraft camera viewing distance from those objects in the 3D world). :pushpin:


One 'partially' configures this via the Sketchup Material dialog {Edit} tab Texture Height and Width to establish what 'real world' 3D model size is to be mapped by specified Texels in the image file.

While this might factor the Texel density 'somewhat', it is ultimately imprecise, and the FS rendering engine may actually still be forced to 'synthesize' a MIPMAP with a required Texel density to more precisely match the displayed LOD at run time, thus adversely affecting performance. ;)

When textures are consolidated onto a 1-piece texture sheet /atlas via ex: Arno's MCX - Draw Call Minimizer, the size at which those individual source images of variable size are mapped onto the 3D model may still result in varying Texel density that is inconsistent with the overall scene LOD rendered at run time relative to nearby scenery objects as a function of distance from camera position in the 3D world, with run time performance issues as described above.


Although certain performance benefits may otherwise be achieved by implementing "Draw Call Batching" via MCX - Draw Call Minimizer, adjusting the mapped texture image size prior to mapping onto faces, and before textures are consolidated onto a 1-piece texture sheet /atlas, may merit consideration to achieve even greater performance. :idea:


A Sketchup plugin Ruby script which may help with this "Texel density" part of a comprehensive 3D model texture Material mapping work-flow is "Goldilocks" by Adam Billyard, author of the commercial "LightUp" photo-realistic rendering utility for Sketchup.

http://sketchucation.com/forums/viewtopic.php?p=281153#p281153


An additional feature of the Goldilocks plugin, is an appraisal of the geometry "Content Density".

If Goldilocks is run on a model, it can identify ex: Groups / Components with higher amounts of geometry per unit of space for that Component ...that is far higher than the rest of the 3D model.

NOTE: This is a separate consideration from that of Texel Density for faces relative to the the rest of the 3D model.

Note as well, that this is a separate consideration from that for:

* MIPMAPS

* Individual 3D model geometry for specific LODs within a MDL

* Effective LOD of a 3D model

...rendered at run time with nearby scenery objects as a function of distance from camera position in the 3D world.



PS: Use of very high resolution texture image materials with ex: G-Polys is still going to be subject to how FS manages its display resolution for objects at various Z-distances from the user aircraft Camera position.

Rhumbaflappy has alluded to that FS run time LOD rendering factor in this interesting thread:

https://www.fsdeveloper.com/forum/threads/3-5cm-per-pixel.21121/


Whether we like it or not, FS forcibly uses a Level of Detail (aka "LOD") switching mechanism for display of 3D objects and terrain objects which is based on the number of pixels on screen per unit of virtual measurement for such objects; this toggles display of MIPMAPS to control perceived resolution of mapped textures as a function of virtual distance on a 2D screen image.


A very interesting discussion on how FS MIPMAPs work by Z-distance / angle of view / Texel size is here:

https://www.fsdeveloper.com/forum/threads/mips-used-on-scenery-objects.427868/#post-653181


CAVEAT: If we do not include MIPMAPs in mapped texture materials, FS will dynamically create them (with a slight performance hit) to maintain uniform Texture Pixel (aka "Texel") Density at various Z-distances from camera position to implement the Level of Detail ("aka "LOD") switching mechanism at run time.


LOD switching thresholds may be modified somewhat by implementing a parameter value in FSX.CFG:

SmallPartsRejectRadius

https://fsxtimes.wordpress.com/2011/09/29/fsx-cfg-smallpartrejectradius/

BTW: In FS, one can adjust FS camera:

* "Focal Length" distance in via: "+" or "-" keys


In FS Locked Spot view, one can adjust camera:
* "Chase View distance" via: <Ctrl> & "+" or "-" keys

Both of these may control FS Camera 'Field Of View' independent of Camera distance from objects.


Hope this helps ! :)

GaryGB
 
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