textureBicubic
A high-quality texture sampling node that uses a bicubic filtering algorithm to produce sharper and more detailed results when magnifying textures, avoiding the blurriness of standard linear filtering.
Core Advantages
It delivers visibly superior image quality for magnified textures by sampling 16 neighboring pixels (instead of 4). It also provides smooth, high-quality transitions between mipmap levels, giving fine-grained control over the sharpness-performance tradeoff.
Common Uses
High-fidelity product visualization (e.g., logos, text)
Virtual photography and cinematic cutscenes
Technical or data visualization (e.g., maps, charts)
How to adjust
By controlling the `lodNode` input, which specifies the mipmap level. Use a low, constant value (e.g., `float(0.0)`) for maximum sharpness on close-up objects. For the best overall quality, dynamically link the `lodNode` value to the camera distance, so objects become smoothly sharper as they approach the camera.
Code Examples
1
2// First, create a standard texture node that holds the texture and UVs
3const baseTextureNode = texture( myDetailedTexture, uv() );
4
5// Then, apply bicubic filtering with a specific LOD (0.0 is sharpest)
6material.colorNode = textureBicubic( baseTextureNode, float( 0.5 ) );