Hey everyone! First of all, I love this site. It helped me so much over the years while learning graphic design. I was always able to get help for all the problems I had but for this one.
Why does this happen?
I know that my textures are low res but they are supposed to be. The c4D renderer gets it right but octane doesn't. Already tried converting the materials to octane materials... doesn't work.
Thanks for the quick response!
My textures look like this:
That is a viewport render.
The scale of the project is so big, has so many textures and polygons that I really need the extra speed Octane gives me.
Ok I see what's happening - the texture is so small the software is interpolating the pixels trying to spread it out over the object. The viewport can be blockier in preview mode than the final render so that makes sense - the blocks you are seeing there is probably the preview and not the actual texture.
What you might have to do if you want that minecraft look from your textures is to blow that texture up with no antialiasing so that you get those squares in the original image. When you think about it - that texture appears to be about 10 or 20 pixels across but you are asking C4D to map it across hundreds of pixels of screen real estate. So naturally there is sub sampling going on.
You could also try turning off anti aliasing in the render settings or changing the texture sampling but I'm afraid edges would start to sparkle, so blowing the texture up beforehand might be the best.
Yeah i figured the blowing up out myself too. Tho I use a lot of separate textures that need to be adjusted so I hoped that there would be an easyer way of doing it like there is with the normal c4d textures (turning the sampling to none).
I'll might be able to merge all the textures together and then scale them up.