HeadPilgrim Posted December 17, 2025 Report Posted December 17, 2025 (edited) Game version: 1.21.6 Here's a pretty much prime example of my issue in the pic below. You can see that due to the moiré effect that strings become essentially invisible make the part they cover transparent. As it's been slightly explained to me this is has to do with the way mipmaps work at certain angles when they're rendered. I'm not familiar at all with mipmap rendering to be frank so any advice is great advice! I've attached a zip file with the shape, textures, and block json file for anyone who wants to experiment. loomstuff.zip Edited December 17, 2025 by HeadPilgrim
hjvtdev Posted December 17, 2025 Report Posted December 17, 2025 I do not believe it is technically feasible to "properly" fix this, not without co-operation from the engine. However, there is a possible alternative: just make the strings a bit sparser, a bit wider. IMHO, that would even closer fit the art style of the game.
Tabbot95 Posted December 17, 2025 Report Posted December 17, 2025 I'd just make the strings wider/thicker with the "this is symbolic/abstracting" unless what you're talking about is a system where one can actually weave tapestries or patterned cloth.
HeadPilgrim Posted December 17, 2025 Author Report Posted December 17, 2025 So looking at another creator's loom from https://mods.vintagestory.at/clothiersheirlooms They're doing the same thing 1 pixel width strings in their texture yet the moire effect is non-existent or at least not as egregious. My only guess is because it's parsed out into smaller sections with a 32x32 px texture instead of my 2 larger pieces which are using a 128x128 texture?
Brady_The Posted December 17, 2025 Report Posted December 17, 2025 (edited) 3 hours ago, HeadPilgrim said: My only guess is because it's parsed out into smaller sections with a 32x32 px texture instead of my 2 larger pieces which are using a 128x128 texture? That's very possible. I haven't done too much texturing, but at some point I ran into a problem with textures similar to your. I don't know too much about the modelling/texturing process, so I took the easy way out and created a texture with a size that fit the asset perfectly. 128x128 is quite large, considering that one "metric" block is sized 16x16. Edited December 17, 2025 by Brady_The
HeadPilgrim Posted December 18, 2025 Author Report Posted December 18, 2025 (edited) So after doing some investigation, and experimenting, I made an idle animation and made it play in-game. Here's with the animation off: and here's with the animation on: And honestly this is what I thought was going to be true but just now only verified. So it seems like the renderer for entity animations is just better for this kind of stuff. RIVVION's loom is a mechanical block which uses the Mechanical renderer which is why i'm guessing that it's also not having issues. I guess one solution without thinking too hard is to just have the block be playing the idle animation when it's loaded/placed? Either way seems like the solution is to just use the animation util and it'll render it all nice and pretty or make your own renderer I would still like to understand better why this is so if anyone has a better understanding of the renderer? Edited December 18, 2025 by HeadPilgrim
Solution HeadPilgrim Posted December 18, 2025 Author Solution Report Posted December 18, 2025 (edited) Ok, the real solution was actually that having the render pass set to opaque was the problem and I just needed to have the elements set to BlendNoCull. To be frank idk if this was even a moire effect issue but at least it's solved! The AnimationUtil probably just does better face culling by default which is why it looks better. Edited December 18, 2025 by HeadPilgrim
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