Texturing & materials · Intermediate
Mipmap
A smaller, pre-shrunk copy of a texture used for distant surfaces
What is a mipmap?
A mipmap is one of a chain of smaller, pre-shrunk copies of a texture, each half the width and height of the one before. When a surface is far from the camera, the renderer reads a smaller copy, which stops flickering and shimmering and saves memory bandwidth.
Think of it like this
It is like keeping a poster, a postcard and a stamp of the same picture, then holding up whichever size suits the distance.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Render: Lighting the scene and turning it into images or video.
How a mipmap works
- 01The engine makes copies of a texture at half size, quarter size and smaller, down to one pixel.
- 02For each pixel on screen, it estimates how much texture that pixel covers.
- 03It reads from the closest-matching copy, often blending two for smooth transitions.
Mipmap vs LOD
| Property | Mipmap | LOD |
|---|---|---|
| Swaps | Texture size | Mesh detail |
| Made | Automatically, in most engines | Often by hand or with tools |
| Fixes | Shimmering and wasted texture reads | Too many polygons far away |
They are the same idea for different data; most game assets use both, mipmaps for textures and LODs for meshes.
Where a mipmap is used
- Stopping distant textures from flickering in games
- Saving memory bandwidth in real-time rendering
- Stable floors and terrain seen at a low angle
Beginner tip
Use texture sizes that are powers of two, such as 1024 or 2048. They halve cleanly at every mip level, which avoids blur and padding problems.
Terms related to a mipmap
- Texturing & materialsTexture compressionShrinking textures into formats the graphics card can read directly
- Texturing & materialsTexel densityHow many texture pixels cover each unit of a model’s surface
- ModelingLOD (level of detail)Swapping in simpler versions of a model as it moves away from the camera
- Lighting & renderingAnti-aliasingSmoothing the jagged stair-step edges in rendered images
- Lighting & renderingReal-time renderingDrawing 3D images fast enough to react instantly, as in games and viewports
- Texturing & materialsTextureAn image wrapped onto a 3D surface to give it color and detail
Mipmap FAQ
Updated October 29, 2026 · Browse all 3D terms