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thx1138
12-29-2003, 02:11 PM
I'm having this weird problem when I'm using the Dented procedural texture in Lightwave.

Like with any other procedural, I just twist and tweak the parameters until I get something that looks right. But when I use Dented, some combination of parameters seem to make the texture oscillate. I'm not sure how to explain this, so I included an example.

http://owa.ortec.nl/nw2003/error2.jpg

This is a closeup of an asphalt road. On the far right side, everything looks fine, but on the left there's a sudden pattern. It's location based, and not part of the rendering, because I can point the camera at a place where there is no pattern. Also if I rotate the texture, the pattern location changes. Also changing the parameters makes it go away or appear somewhere else.

Is this normal and does that mean the Dented texture isn't 'endless' in al directions ? But instead has a fixed area that is works on ?

Edited:
When I change the noise type to Gradient instead of Perlin, the problems goes away also.


-Grtz

Beamtracer
12-29-2003, 03:25 PM
It looks to me like an anti-aliasing problem. Does it look better if you increase the anti-aliasing level (in the Camera control panel)?

kurv
12-29-2003, 03:40 PM
thx1138, would you mind posting the steps you did on this, I would like to try to duplicate it on my side....

Thanks!!

thx1138
12-29-2003, 04:06 PM
It's too mathematical to be an aliasing problem. And in suddenly jumps in instead of a fade like you'd expect from a low anti-aliasing setting. This was rendered with medium, and pumping it up has no effect besides abnormal rendering times for something as simple as this.

Here's the texture settings:
For sizing. Object is 10meters wide, 50cm high and 200 meters in z.

On the color channel, there's a procedural Dented with:
Color = 215.215.215
Scale = 4
Power = 7
Frequency = 0.9
Octaves = 4
Perlin Noise (with Gradient, problem is gone)

X,Y,Z sizes are all 25mm

It may take you a while to 'find' the problem. Move the camera along the Z to see it apear, or move camera back to 'find' it.

-Grtz

HowardM
12-29-2003, 07:47 PM
is that road one poly or many?
are there nonplaners or bent polys?
any other textures or gradients?

kurv
12-29-2003, 07:49 PM
I do not have a dented procedural... hmm.. should I or am I just stupid... :)

js33
12-29-2003, 07:53 PM
It looks like your texture size is too small resulting in the moire pattern. Make it bigger and it will go away. Also you may be using the wrong kind of procedural for the job at hand.

Cheers,
JS

Rei Ayanami
12-29-2003, 08:28 PM
Originally posted by wordwarepub
I do not have a dented procedural... hmm.. should I or am I just stupid... :)

you should

Surfaces - precets - textures - dented

that should at least give you the procedural.

--

thnx1138

procedurals are mathematical formulas that give the result, so it cannot run out.

angus1965
12-29-2003, 10:04 PM
That is a moire pattern. Your texture size is too small.

thx1138
12-29-2003, 10:44 PM
Changing the texture size indead helps. But the area where it doesn't moire has a correct size. So if I change the size to avoid moire, my size is wrong. You could spend days jerking around with these procedural parameters.

Anyway, I think using Gardient noise gives me good results anyway, so I'll stick to that.

Now we can all help Wordwarepub finds his Dent ;)

Thx for the help.
-Grtz

leigh
12-29-2003, 10:48 PM
Originally posted by angus1965
That is a moire pattern. Your texture size is too small.

Randy is correct. If you scale the texture up you'll see that pattern is no longer there. A few of the procedurals do this when scaled down (especially the Wood one).

uncommongrafx
12-29-2003, 10:48 PM
The recommendation has been to add a gradient to fade it out over distance. Or over some such variable that does the job. :scream:
Moire patterns are a mainstay in computer graphics where the numbers can render an image the hardware can't handle.

leigh
12-29-2003, 10:49 PM
Ooops I see your last reply stated that you'd already scaled it up.

Ryder
12-30-2003, 10:49 AM
we had the same problem when we modeled a big city... acouple of milion pollys withdifrent lum maps... lol..

the flicker is called moire (also apears on high rez scans of printet material) the strange effect appears when there is more than 2 interference lines on each pixel. and it will show up realy bad if you are animating the object/camera slowly...

we solved it with the "distance to camera" option... let the bump fade out just before the inteference (moire)

peace...

kurv
12-30-2003, 02:51 PM
Originally posted by Rei Ayanami
you should

Surfaces - precets - textures - dented

that should at least give you the procedural.

--

thnx1138

procedurals are mathematical formulas that give the result, so it cannot run out.

Thanks!!!

and thanks angus1965, thx1138, uncommongrafx, Ryder great information!!!

pnevai
12-30-2003, 05:10 PM
Here is a trick to get the texture you want without the moire. Use the texturing as you applied it to the surface. Choose a camera angle that eliminates the pattern. Render out the the image and use that image to UV or planar map the object.

I have often used LW procedurals to create UV and planar maps for objects.

kurv
12-30-2003, 05:18 PM
Originally posted by pnevai
Here is a trick to get the texture you want without the moire. Use the texturing as you applied it to the surface. Choose a camera angle that eliminates the pattern. Render out the the image and use that image to UV or planar map the object.

I have often used LW procedurals to create UV and planar maps for objects.

Nice....

CourtJester
12-30-2003, 05:36 PM
Originally posted by pnevai
Here is a trick to get the texture you want without the moire. Use the texturing as you applied it to the surface. Choose a camera angle that eliminates the pattern. Render out the the image and use that image to UV or planar map the object.

I have often used LW procedurals to create UV and planar maps for objects.

Another way of doing something like this is to load a large dummy image into Image Editor, use it on your surface, and then use Textured Filter to modify the image to suit. This allows you to use the Texture Antialiasing function to help with moires etc. AND you can see it in OpenGL.

Once it's perfect, then go to Image Editor and double-click the thumbnail. The image is now output to Image Viewer in its native resolution (that of the dummy image, so choose a dummy of suitable resolution). Save it out of Image Viewer, then swap in the new image for the dummy and remove Textured Filter. (This second step is needed because of bugs in Image Ed that prevent reliably saving Texture Filter setings.)

Only drawback: tiling. You might need to tweak externally to address that, depending on the image.

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