Mip Textures not loading correctly (showing all levels as one texture)

Hello, I purchased an asset pack recently with quite complex textures, it was working ok until at one point the textures broke, I’m not sure what I changed but after some research it seems to be related to mip mapping, which I have no experience with.

From what I understand the texture is in a square aspect ratio and is distributed in the same space in smaller versions, so the appropriate section can be mapped based on the object distance to the camera.

In my scene this is no longer happening and the entire mip layout version of the texture is being applied to my geometry. I took a screenshot here:

Could someone please help me figure out how to get it back to standard working order? My last resort will be to re load the original assets project and migrate my changes over to that scene. But I wanted to check here in case there is a straight forward fix for this kind of issue, I assume its something basic I messed up.

Hi PieBaron,

That’s UV issues, not MipMap.

Either a material slot was accidentally deleted, a UV map index is incorrect or the actual material in the wrong one.

Maybe load up the original in a different project and compare - migrating it over to your real project should fix it.

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Thank you, good to know I was looking in the wrong place! I will dl the original scene and compare.
One other issue I had, even in the original scene, was that some materials were giving this error, not sure if its related though:

[SM6] Shader is using too many Samplers: 17 (only 16 supported)

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If you get that error, you can fix it by going into the material that has those Samplers. Just change their “Sampler Source” to “Shared: Wrap”.

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thank you so much for your help, all issues resolved!

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