KeyShot Forum

Archive => Support Archive => Topic started by: Namssorg on October 29, 2014, 01:51:58 PM

Title: Textures look good in realtime, but blur in final rendering.
Post by: Namssorg on October 29, 2014, 01:51:58 PM
This was an issue I had way back in KS3... and it's reared it's annoying head again in KS5.  Not quite sure how to fix it!  I have a scene set up with a wood texture map on a ground plane.

When I render, the wood texture blurs considerably. It blurs less if I have Sharper Texture Filtering checked, but it's still nowhere near as sharp as the actual texture looks in realtime.  The texture map I am using is fairly hi-res.

Any idea what could be causing this?  I've tried several options, including re-scaling the entire scene, and can't seem to fix this.  It even is doing it with the stock Keyshot wood textures. 


Title: Re: Textures look good in realtime, but blur in final rendering.
Post by: Namssorg on October 30, 2014, 06:03:51 AM
 :)  Finally figured this out. The blurry textures were happening because the 'floor' object in my scene was geometry created within Keyshot 5. I added a box to my scene with 'add geometry', scaled the box, and then applied the wood texture to it.

I changed the material type to plastic, and used a box map to adjust the texture mapping.  For some reason, Keyshot showed the texture correctly in real-time, but it was extremely pixellated and blurry in the rendering.

So I guess 'add geometry' should only be used for lights and pivot points?
Title: Re: Textures look good in realtime, but blur in final rendering.
Post by: Rex on October 31, 2014, 11:32:58 AM
Hey Namssorg. Would you mind sharing the original scene in which you were seeing the blurry textures on output? Please send via keyshot.wetransfer.com to rex@luxion.com so I can take a look

Thanks
Title: Re: Textures look good in realtime, but blur in final rendering.
Post by: guest85682 on September 18, 2015, 10:39:37 AM
For anyone struggling with this, confirmed as above.  If you apply material to a keyshot form such as a plane or a cube, the material will be pixelated.  For the purposes of creating a surface, import a plane from your modeling software and apply material to that model. 

Hope this gets someone unstuck.