Scaling Texture UVs does not scale Pixel in space

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I am creating a game of planets in full size, I imported a simple sphere with 36k of UV resolution light map and I just had to scale the texture size of the material to 2 only, but it turns out when I move the camera next to the sphere the material starts to get extremely agitated and I start to see giant square pixels. The material I’m using is Desert with textures in 4k resolution. Help how do I reduce the Pixel so that it follows the size of the mesh and the material to make everything with high quality?
See the pictures:
 
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I can't understand, what do you mean by 1080p? what does this have to do with the context of the post? Could it be clearer? :)
 
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I am creating a game of planets in full size, I imported a simple sphere with 36k of UV resolution light map and I just had to scale the texture size of the material to 2 only, but it turns out when I move the camera next to the sphere the material starts to get extremely agitated and I start to see giant square pixels. The material I’m using is Desert with textures in 4k resolution. Help how do I reduce the Pixel so that it follows the size of the mesh and the material to make everything with high quality?
See the pictures:
I don't understand, very well what the issue was and why it appears pixilated, but try to reduce the dimension, because it may be stealing performance, I don't understand much about it, this would be my opinion
 
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The problem may be in the size of the camera approximation, the problem in the pixels of objects (change in the object parameters) or errors on the part of the application or yourself, I think this issue needs to be solved by careful work on the Internet
 
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good luck my friend but 1080 it will be good
 
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no way, if you reduce the pixels, automatically the picture get worst
 
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I don't understand what u talk about can u make video it will be better
 
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The problem you are having is most likely due to the way your textures are set up. Try setting the wrap mode on your textures to "clamp" instead of "repeat". This will keep the pixels from getting too large when the camera is close to the sphere.
 
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i dont understand what are u talking about please be more specific
 
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What exactly do you mean by 1080p? I'm at a loss. What connection does this have to the post's context? Can it be made more clear?
 
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Of Cours The problem may be in the size of the camera try new siz
 
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I am creating a game of planets in full size, I imported a simple sphere with 36k of UV resolution light map and I just had to scale the texture size of the material to 2 only, but it turns out when I move the camera next to the sphere the material starts to get extremely agitated and I start to see giant square pixels. The material I’m using is Desert with textures in 4k resolution. Help how do I reduce the Pixel so that it follows the size of the mesh and the material to make everything with high quality?
See the pictures:
so your are creating a game , and then suddenly a giant square pixels you see . maybe the imported file got problem better check everything first
 
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This is regrettably not how development functions. Even if it did, a single oversight would cause a significant amount of time to be wasted for what should just be a minor adjustment.
 
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I can't understand, what do you mean by 1080p? what does this have to do with the context of the post? Could it be clearer?
 
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