I have a little problem I am trying to figure out… First off this is all in Maya Render (for realtime UI work) using Maya 7.
I have a texture... 50 pixels by 25 pixels. It's loaded in Maya. I have a polygon, it's 50 units by 25 units. Textures is applied to that poly. I render the polygon in Orthographic mode... (I has set Orthographic Width to match resolution (25 in this case... not sure why it's reversed.) UV's have not been touched at all, just a prefect Unitized Quad UV. I render and it's blurry! Why is that...? I offset the camera by .5 on X and Y... its still blurry. So I set the camera back to where it was. But... If I reduce the polygon to 49x24 units it seems to render perfectly.
This is confusing for me... I am more used to having the polygon set to 50x25, but then offsetting the camera to be .5 pixels off in X and Y to fix the texel vs pixel issue. Could someone explain what is going on in Maya or where I can find more docs on the matter.
Anyway... the only error I currently have when I compare my render with the original texture is that the Maya render is cropped 1 pixel around the entire boarder... so even though the rendered image is the exactly the correct size (50x25) the edge of the image is slightly see-though, but all the other pixels perfectly align.
Any help would be greatly appreciated.
----- Edit Additional Findings ----
So, I found a funny inconsistency with the “Orthographic Width” setting, if camera view, is set to “Fill”… in Maya Render the “Orthographic Width” is really should be the “Orthographic Height”… might be a bug, however, if you switch your render to Mental Ray you have to set the “Orthographic Width” to the actual width… To me seems like Mental Ray is correct, but either way Mental Ray is inconsistent with the implementation of Maya Software Render, so that in itself is a bug.
