chadsmith Posted April 7, 2003 Share Posted April 7, 2003 Does anyone know how to prevent the louvers in the final image from being translated into diagonal swooping psychedelic curves. Its as if the lines are too close together and so it interpretes horizontals biaxially. This is not a mesh construction issue just a final image issue. Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted April 7, 2003 Share Posted April 7, 2003 Are you talking about the moiré effect? If so, there's no way you can avoid it with V iz alone (not that I know). As a matter of fact, one of the "great" features of finalRender Stage 0 was exactly this: it could avoid this weird effect. BUT, if this is not what you're talking about, forget what I just said... [] Rick Link to comment Share on other sites More sharing options...
chadsmith Posted April 7, 2003 Author Share Posted April 7, 2003 YES THE "moiré" EFFECT!!! does anyone know how not to have it in the viz renderings short of buying additional plug-ins like final render? Link to comment Share on other sites More sharing options...
abicalho Posted April 7, 2003 Share Posted April 7, 2003 Just a heads up that Moiré is unnavoidable in the "pixel" world. Why? You're trying to make a matrix of pixels adjust to horizontal and vertical lines, and they won't necessarily scale correctly, especially when the lines tend to be the size of 1-2 pixels. Wanna see a real world effect? Get a camera and go somewhere make shots of tiles. You'll see tons of moiré in the film. What can you do to minimize this effect? You can Supersample the materials, so that the lines are less prone to cause Moiré effects. Hope this helps, Alexander Link to comment Share on other sites More sharing options...
quizzy Posted April 7, 2003 Share Posted April 7, 2003 Yep supersample helps if the moire occurs in a mapping, but when you have qeometry it won't work.. too bad... Link to comment Share on other sites More sharing options...
STRAT Posted April 7, 2003 Share Posted April 7, 2003 if it's the mesh then your pretty buggered, best render at a higher resolution. if it's the material you got 3 choices: 1) try different renderer filters, or 2) turn on supersampling, or even better - 3) in the material editor, in the diffuse slot where the bitmap's filtering properties are, change the filtering from pyramidal to summed area (using the blur spinner to fine tune). this almost always solves the problem Link to comment Share on other sites More sharing options...
chadsmith Posted April 7, 2003 Author Share Posted April 7, 2003 THANKS EVERYONE!!!! Link to comment Share on other sites More sharing options...
nisus Posted April 7, 2003 Share Posted April 7, 2003 render at a large scale and rescale in ps nisus Link to comment Share on other sites More sharing options...
ingo Posted April 7, 2003 Share Posted April 7, 2003 Just curious, why not simply use a higher aa setting ? :???: Link to comment Share on other sites More sharing options...
STRAT Posted April 8, 2003 Share Posted April 8, 2003 Originally posted by ingo: Just curious, why not simply use a higher aa setting ? :???: because if it's the material creating the offending effect then aa makes not a blind bit of difference [ April 08, 2003, 01:36 AM: Message edited by: STRAT ] Link to comment Share on other sites More sharing options...
ingo Posted April 8, 2003 Share Posted April 8, 2003 Huh ? There is no difference between material or object, aa is mostly a post effect in 2D so it shoudn't make a difference, at least for that louvres. Link to comment Share on other sites More sharing options...
bigcahunak Posted April 8, 2003 Share Posted April 8, 2003 Maybe change the louvres map size (e.g. 512x512 instead of 256x256) or change the spacing in the map in PS. Link to comment Share on other sites More sharing options...
quizzy Posted April 8, 2003 Share Posted April 8, 2003 If I understand the question correctly Chad is doing those louvres using geometry not a mapping. So what nisus pointed out could work, just render at a large scale and rescale in PS.. Anti-aliasing could also work.. Link to comment Share on other sites More sharing options...
quizzy Posted April 8, 2003 Share Posted April 8, 2003 Well I just did some testing with different anti-aliasing filters, and this is what I found. All fitering values are set to default values. area blackman blend catmull-rom cook-variable cubic mitchell-netravalli plate-match continued in the next post due to the limit of 8 piccy's in one post... Link to comment Share on other sites More sharing options...
quizzy Posted April 8, 2003 Share Posted April 8, 2003 here we go: PART 2 quadratic sharp-quadratic soften video How is this for a long nisus-style post!! :angerazz: And strat, these filterings also work on mappings in MAX5, don't know if it filters out the moire effect, but you can always go with supersampling and summed area mapping as you pointed out above... Link to comment Share on other sites More sharing options...
nisus Posted April 9, 2003 Share Posted April 9, 2003 you faked! nisus-long is full with words that actually mean something... this is what I call a quizzy-fae-long-post ;-p nisus Link to comment Share on other sites More sharing options...
STRAT Posted April 10, 2003 Share Posted April 10, 2003 i call it spam Link to comment Share on other sites More sharing options...
ingo Posted April 10, 2003 Share Posted April 10, 2003 ...but Quizzy's nisus-long post are easier to read :ebiggrin: Link to comment Share on other sites More sharing options...
quizzy Posted April 10, 2003 Share Posted April 10, 2003 and people can understand them too.... Link to comment Share on other sites More sharing options...
nisus Posted June 8, 2003 Share Posted June 8, 2003 How is this for a long nisus-style post!! You cheat ;-p Link to comment Share on other sites More sharing options...
STRAT Posted January 15, 2004 Share Posted January 15, 2004 i use catmull-rom as per standard anyway - seems to give the crispest results. have you got any render times on those filters to compair? Link to comment Share on other sites More sharing options...
nisus Posted May 27, 2004 Share Posted May 27, 2004 Good point strat. Quizzy, can you provide us some specs? nisus Link to comment Share on other sites More sharing options...
quizzy Posted June 3, 2004 Share Posted June 3, 2004 well guys.... I didn't write down the render times, and this is not a good scene to test the different AA settings on.... But yes, it does affect the render times, and sometimes in a big way... Maybe if I find the time I'll do a larger scene with more polygons and do a comparison of the different AA... that should be in the next 50 years or so.... Link to comment Share on other sites More sharing options...
ihabkal Posted May 6, 2005 Share Posted May 6, 2005 Maybe change the louvres map size (e.g. 512x512 instead of 256x256) or change the spacing in the map in PS. I guess then the solution is custom made for the custom louvers in each rendering. Link to comment Share on other sites More sharing options...
ihabkal Posted May 6, 2005 Share Posted May 6, 2005 someone should do the same tests with mental ray's anti aliasing opptions... can the one who posted all these image tests do it? thanks, Ihab Link to comment Share on other sites More sharing options...
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