BR-218
Hi BR-218 i do not know if you made the Zs signals. im sorry if i missed this part of info.
but there is some trick to implement to make it all better , for this you need to do two things, at least if you export with the newer 3D max plugins(( if you use the old one than you can do it easy), for Blender i dont know, i dont use it, maybe you can give in blender the right condition straight before you export in your material settings. in the experimental dx12 version below doesn't work that great yet, i already reported this to DTG.
You need to give the texture shader instruction to render the texture under MipLinearMip, and this you do on the texture which give the glow,
Second is: edit the texture mip maps, open the texture and choose to open existing mip maps, take your paint brush and make light glows bigger(as example if the dot is 1 pixel make it 5 pixels bigger, on the end you will end in a square glow effect( no problem from far away you are not able to see if it is square or round. do not edit the first 2 biggest texture parts. all done?, save the existing mip maps. (you can edit the second but dont increase the glow so much or the glow become to fast to intens,
at the end you will see from large distance that the glow become bigger. DTG do this also on signals.
if you cant give the condition than you need to edit the model file in TS tools. i can instruct later when im home from work. Feel free to ask me if you need help.