Lossy textures with walls - how to avoid/filter artifacts?
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The image in this case is 2048x2048. Zooming in on the image, I can see the artifacts with the jpg compression. Obviously the easy way is to hide it with DoF/focus, with some shots though it's not feasible.
A few times I've upscaled the image in Photoshop then it came out fine. This time it didn't. This is from the Livingroom and Diningroom by Tesla3DCorp.
Wall_Sample_01.jpg
1920 x 1080 - 865K

Comments
I was thinking the same , the reduction should be in distance objects to avoid flickers , but sometimes no matter how high resolution it is 1024 or 8000 px the result is the same ,
I see it often when the camera settings are not accurate and the focus distance is bigger than actually should be
you can try to change the focal to lower like 35mm and lens focal 35 and use the viewport zoom to make it closer as it work separate with the camera focal length good if you want to skip DOF
if you zoom just with the focal lens like 35mm and 120 focal the pixels show up calling for DOF as that is how physical camera lens will do so I am guessing Iray reduce the pixels for faster DOF cleanup
the same thing is with HDR environment if you set it to 1mm x 1mm or 35mm by 35mm everything is sharp and you can use focus distance in viewport to make objects closer without losing quality and sharpness of the HDRI , but if you use focal length of the lens like 35mm x 50mm the HDRI get blurry calling for DOF
that is only rational explanation I came with so try it and see how it works for you, it works for me so I can have very closer objects with small textures and no pixelated
Hmm, I'll have to try that experimenting with the focal lens and length.
In your render settings, under the Advanced tab, there is a "texture compression" setting. I have found that increasing the size threshold helps eliminate what you're showing in that render. I would recommend keeping the sizes you enter to power of 2: 512, 1024, 2048, 4096, 8192, etc.
Thanks Collective3d! I'll give that a try too.
For these kinds of things, Filter Forge comes in handy, as you can define tiled patterns like this, make the output any reasonable size you want, and you can save in a format that doesn't have lossy compression. Icve run across quite a few "brick wall" filters for FF that also included bump or normal maps, so you can a good relief in the render. If you go this route, you merely replace that part of the material with the new texture.