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Set default 3D material sampling method to Linear Mipmap Anisotropic #3134
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At the very least there should be a rendering project setting to set the default 3D material sampling setup, like with decals/canvas textures. |
I started work on adding a default BaseMaterial3D texture filter project setting: https://github.com/Calinou/godot/tree/basematerial3d-add-default-texture-filter The way it's implemented isn't ideal though, as it'll require restarting the project/editor to apply (once I can get it to compile). Still, it's better than nothing. |
Great! I think it's fine, better than having to apply it manually to dozens of materials. There's already other rendering settings that require a restart so not a big deal. |
Describe the project you are working on
Unrelated to any specific project
Describe the problem or limitation you are having in your project
Currently, by Default Anisotropic Filter does nothing with Default settings, despite being 4x, because Texture Sampling Default is Linear Mipmap, instead of Linear Mipmap Anisotropic.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It Makes sense to have Linear Mipmap Anisotropic as the Default Sampling setting, so that by Default Anisotropic Filtering takes effect, and you can easily just disable Anisotropic Filtering in Project Settings.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Just Change Default Sampling to Linear Mipmap Anisotropic
Do note this is most relevant in Godot 4 where Sampling is a part of Materials and not done on Import like in Godot 3
If this enhancement will not be used often, can it be worked around with a few lines of script?
Yes, you can set it in a Material, for each one.
Is there a reason why this should be core and not an add-on in the asset library?
This is a Logical Correction to a Core setting.
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