nisus Posted September 8, 2004 Share Posted September 8, 2004 Hi all, When rendering at high resolutions in MR (+4K) I got some strange artifacts that I cannot get rid of... Sumerized, the problems seems to be some kind of 'grained egdes'. I have no clue why these appear, nor how to remove them. At first I thought it had something to do with the metal (lume) shader - blurred reflections / spread - , because in the first example everything is crisp except for the metal... (see example 1) but when rendering another image, I got the stuff all over the place... When changing all materials to an ideal diffuse (material override) the artifacts are still present (see example 2) Changing the sampling rate from 1/1 to 64/256 only blurs the image without adding crisp edges... Changing the filter from box 1/1 to box 4/4, or Mitchell 4/4 doesn't help either... I must be missing something... Anyone can help me out? Tnx rgds nisus Link to comment Share on other sites More sharing options...
alaburb Posted September 8, 2004 Share Posted September 8, 2004 Are you sure that you don't have the depth of field turned on? Link to comment Share on other sites More sharing options...
nisus Posted September 8, 2004 Author Share Posted September 8, 2004 depth of field is turned off ;-(( Link to comment Share on other sites More sharing options...
abicalho Posted September 8, 2004 Share Posted September 8, 2004 Hi Nisus, Can you trim down the file and send it to me? The swimming pool one with just the metal piece, some walls, the camera and lights? I'm sending you my e-mail in a PM. Alexander Link to comment Share on other sites More sharing options...
kicks Posted September 8, 2004 Share Posted September 8, 2004 Link to comment Share on other sites More sharing options...
William Alexander Posted September 8, 2004 Share Posted September 8, 2004 Do you have any MR displacmement? The reason I say this is because the fuzz has the tell tale square offset (pixel) of MR tessallation for displacing the mesh. When set to pixel rather than specified edge length of displcement, it would get more pronounced at higher resolution. For what it's worth WDA Link to comment Share on other sites More sharing options...
nisus Posted September 9, 2004 Author Share Posted September 9, 2004 Hi all, No camerashaders and no displacement. I mean, I render with the displacement checkbox unchecked... I'm not sure if the material has displacement on it either. I don't think so, but I'll have to check this out. Anyway, the building is Xreffed into the scene... maybe this has something to do with it? Hi Alexander, Tnx, I'll trim down the file, but I'm afraid I won't be able to do so before the weekend. rgds nisus Link to comment Share on other sites More sharing options...
zamalkawy Posted September 9, 2004 Share Posted September 9, 2004 i think it is a units error try to multiply the units by 10 or devide them by 10 and rerender.i think the render engine can not generate the pixels correctly. Link to comment Share on other sites More sharing options...
nisus Posted September 9, 2004 Author Share Posted September 9, 2004 Tnx zamalkawy, It's much better now, although not fully solved. I still got some soft moiré patterns... rgds nisus Link to comment Share on other sites More sharing options...
abicalho Posted September 13, 2004 Share Posted September 13, 2004 Hi Nisus, I got your file. Unfreeze Camera_A_DEF, select it and go to the Modify Panel. SEE: You have Multi-Pass Depth Of Field turned on. This is the cause of the fuzzy rendering. Alexander Link to comment Share on other sites More sharing options...
nisus Posted September 14, 2004 Author Share Posted September 14, 2004 wonderful alexander! tnx a lot ,-) nisus Link to comment Share on other sites More sharing options...
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