Jump to content

wierd interpretations of screens and louvers


chadsmith
 Share

Recommended Posts

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

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

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

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

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

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

area.jpg

 

blackman

blackman.jpg

 

blend

blend.jpg

 

catmull-rom

catmull-rom.jpg

 

cook-variable

cook-variable.jpg

 

cubic

cubic.jpg

 

mitchell-netravalli

mit-net.jpg

 

plate-match

plate-match.jpg

 

continued in the next post due to the limit of 8 piccy's in one post...

Link to comment
Share on other sites

here we go: PART 2

 

quadratic

quadratic.jpg

 

sharp-quadratic

sharp-quadratic.jpg

 

soften

soften.jpg

 

video

video.jpg

 

How is this for a long nisus-style post!! :angerazz: :p

 

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

  • 1 month later...
  • 7 months later...
  • 4 months later...

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

  • 11 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...