While reading the book "Architectural Rendering with 3ds Max and V-Ray", I learned about the filtering option "Summed Area" for Bitmap map under "Bitmap Parameters" rollout. Here is where the option is in Material Editor:
By default, the filtering method is "Pyramidal."
If you are wondering what image filtering is about, you can read the Wikipedia article on Mipmap. Basically a texture image needs to be filtered so that the rendered texture is anti-aliased.
Here is a comparison between the 2 methods.
Observe that the white lines between tiles are now crisp and nice.
... Too nice, in my opinion, that I wondered if there was a further story to this option.
According to Autodesk, both methods take approximately the same render time, but "Summed Area" method needs much more memory:
- "Pyramidal" needs around 133% of the size of the bitmap;
- "Summed Area" needs around 400% of the size of the bitmap.
Mental Ray used to not support "Summed Area" method, as was discussed in this CGTalk forum thread. However, I tested this and found that Mental Ray in 3ds Max 2011 supports "Summed Area" method.
Finally, there is an alternative method described by Neil Blevins.
I admit that the title of this post is rather bombastic. Apologies.