I have a Customizable Object using a Texture parameter that feeds into a Texture Transform, that drives a Texture2D parameter in the material.
At runtime, I load PNG images from disk (user-selected), import them, and assign them to the Texture parameter. This part works correctly and the textures apply to the character just fine.
The issue is when I scaling the texture down using the Texture Transform node. As the image gets smaller, it loses quality/resolution.
I’ve already tried adjusting Mip Gen settings, LOD settings, Mip Bias, Compression settings, different resolution images and it’s always the same. A 8k image at a low scale will look as bad as a 1080p.
I also noticed that in-editor the quality loss is much less noticeable than at runtime.
This is expected behavior with Mutable + Texture Transform.
When you scale the texture down, you’re effectively sampling fewer pixels → the renderer switches to lower mips, so detail is lost regardless of source resolution (even 8K). Runtime looks worse because streaming + mip selection is more aggressive than in-editor.
Things to try:
Force higher mip usage: set Mip Bias = negative value (e.g. -1 to -2) on the texture sample in the material
Disable or reduce texture streaming for that texture (Never Stream or higher priority)
Use Sharpen mip gen settings (Sharpen 5–10) instead of default
Make sure the sampler uses Trilinear/Aniso filtering, not default low quality
If possible, avoid heavy downscaling in the Texture Transform — pre-scale externally or use UV tiling instead
Important:
Texture Transform ≠ true resolution scaling. It just shrinks UV space, so mipmaps kick in. If you need small-but-sharp textures, you’ll need to override mip selection manually (Mip Bias) or use a custom material setup.
That’s why editor looks better — it’s less aggressive with mip/streaming.
I’ve worked a bit more on this and your solution worked.
Like I said I tried changing the Mip Bias, Texture Streaming, Sharpen and all that stuff and it didn’t work, so I took your last advice and tried messing with the UV tiling in the material again.
Originally, when I messed with the UV tilling in the material, Mutable would give me an error and tell me not to do that. However, It seems that it was some kind of bug, probably from doing it before creating a texture parameter in mutable.
For some reason Mutable is not giving me this error anymore and everything works. The images are full resolution now.
Once again, thanks for you help and have a good day!