MipMap Bias in Maya



At the moment I am working on a cloth shader.
And the filtering of Normal DetailMap has a great effect on the look of the effect.

Any type of filtering will drasticly average the small details in my normal map, making the surface appear to smooth.
No Filtering will cause extremely noisy surfaces, and if you get very close to a texture you can seen the actual pixels ( Playstation 1 style )

I was wondering if you can change the mipmap bias in Maya, so it uses the highest mip longer. This will fix the smoothing of my normals far away and still give me filtering up close.


Are you rendering with Arnold or Vray, or old mental ray?

Elliptical filtering might help, but you should ask in the Maya Forum and maybe you’ll get better answers!