If this is the “shot you want” (extreme zoom), you can rearrange your UV so that the zoomed in portion is covered by more pixels.Īlternatively you can use a painted mask (resolution not that important) and paint in effects from procedurally created bumps which is waaay more harder (then it’s floating point accuracy issues) to get into resolution and “bit depth” problems. Cubic interpolation helps along the edges, but doesn’t smooth it out completely. Any image based bump map will look crappy when you zoom in. However, it doesn’t matter how big the resolution of the bump map is if you zoom in past the “pixel information density” (not sure what to call it), and by the zoom level in the image it appears you are well past this point. The best thing you can do is to increase the contrast of/normalize your image and then blur it. A normal map will show pixel issues only where the gradient changes, whereas a bump map will show pixel issues for each “elevation”. In this Blender file I made a plane and a map of 4k. To test this I started a new Blender file and used the edited photo. Maybe that this created the lower resolution (pixelated bump map). In order to depict a normal at some angle, a bumpmap needs a continuous gradient whereas a normal map needs a single color. The UV map of my original model might be large (4k), but the UV's of the texurepainted faces might be small in the bigger picture. Is it just a bump thing? Because normals, for example, don’t seem pixelated to me
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