Scaling Texture UVs does not scale Pixel in space

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There are network problems
 
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change the resolution of the picture or change the whoile picture
 
Wanderlust
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Increase the resolution of the texture being applied to the mesh. This will provide more detail and reduce the appearance of pixelation when the texture is displayed at a larger size or try using mipmapping to improve texture filtering. Mipmapping is a technique that involves creating multiple versions of a texture at different resolutions, and selecting the appropriate version based on the size of the texture as it is being displayed. This can help to reduce the appearance of pixelation or blurring when the texture is displayed at different sizes.
 
Monke
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if u still need help I can help u reduce it but pm me incase u need help
 
Sssshhhh
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It sounds like you are experiencing an issue with texture resolution and pixelation when viewing your game up close. There are a few potential solutions you could try to improve the quality of your game's graphics:

  1. Increase the resolution of your textures. Using higher resolution textures can help reduce pixelation when viewed up close.
  2. Use mipmaps. Mipmaps are lower resolution versions of your textures that are used when the texture is viewed from a distance. This can help reduce pixelation and improve performance.
  3. Use anisotropic filtering. This is a technique that helps smooth out textures when they are viewed at an angle.
  4. Use a higher polygon count for your models. Using higher polygon models can help reduce pixelation and improve the overall quality of your game's graphics.
I hope these suggestions are helpful.
 
surdo oppedere
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try getting them to 4k oryginally then rescale to 1080
 
Pillar of Eternity
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Check the most popular resolutions and it will be easier to move from there 1080 has wide usage
 
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Just downscale them to 1080p
 
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It sounds like you may need to adjust the texture settings on your material to match the size of your sphere mesh. You can try scaling down the texture resolution or adjusting the tiling and offset settings in your material to better fit the mesh. Additionally, you may want to experiment with different types of texture filtering to see if that helps reduce pixelation.
 
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It sounds like you are experiencing issues with texture scaling and pixelation when you move the camera closer to your planet sphere. Here are some possible solutions:
  1. Increase the resolution of your textures: If you're seeing pixelation, it may be because your textures are not high enough resolution for the size of your planet. Consider increasing the resolution of your textures to 8k or even 16k if possible.
  2. Use texture tiling: Instead of scaling up the texture size in the material, try using texture tiling to repeat the texture across the surface of the sphere. This can help maintain the resolution and detail of the texture even when viewed up close.
  3. Adjust the texture filtering mode: You may want to try adjusting the texture filtering mode in your material settings. Different modes can produce different levels of quality and performance, so experiment with different options to see what works best for your project.
  4. Use a higher-polygon sphere mesh: If the pixelation is due to the low resolution of the mesh, try using a higher-polygon sphere mesh. This can help maintain the quality of the texture even when viewed up close.
  5. Consider using a different material: If none of the above solutions work, you may want to consider using a different material that is better suited to your project's needs. There are many materials available for different types of projects, so do some research to find one that works best for your game of planets.
Remember that optimizing your game's performance and quality can take some trial and error, so don't be afraid to experiment with different settings and solutions until you find what works best for your project.
 
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It's hard for me to understand this issue because I can't see the pictures you attached. But you should be able to find a solution for this online somewhere
 
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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
I agree, one can find solutions to almost all problems on the internet
 
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