View Full Version : texture filtering in Lightwave...
11-11-2005, 03:32 AM
Is this still a shortcoming in LW? I thought it was my own ignorance in texture settings, but then I noticed alot of ailiasing in the Anime film "Appleseed", in the scenes with the city environments...
Look at the two sample images under the "quality" paragraph....
Thisis a pain in the ass with architectural stuff....
11-11-2005, 07:13 AM
like every tool, you must know how it work to use well.
anyway lw render work fine but you must know how to setup.
problem of overblur with lw happened only with very low resolution of texture, which are damages from excess of blur, when you work with texture with fine dectail it's better to check the result with and without pixelblending (which often delete fin dectails) and reduce the value of mipmapping.
problem of flickering, is always caused from bad settings of antialias settings.
disable adaptive sampling if you have fine dectails in render or very high number of little dectails, be cause it avoid the correct work of real antialiasing of lw, it limit (depend of adaptive sampling value) the antialiasing work only on pixel where it find some degree of contrast.
some tips to avoid problems :
1) gradient on camera distance for bump : apply a gradient that reduce bump power with distance from camera, it avoid flicker of distance bumped surface.
2) a bit of depth of field, that avoid flicker of far objs and add more realism
3) render at 10% more and reduce with downsampling the animation, it blur a bit the scene, and result is no flicker.
lw is wonderful render, some problems that you read on forums or web pages are caused from a mistake of parameters or lack of how render engine work.
have a nice day.
11-11-2005, 09:58 PM
It would seem to me that this article does not give complete information. For an example, they claim that the two globes are produced using similar settings, but they do not give the render times. Whats the point of using similar settings if the render time is drastically different, or if LW can produce the same render results using Low AA, and it renders in the same amount of time.
Also, the final Lightman samples do not give any comparision information with the LW's native renderer using similar settings and/or render times involved.
11-11-2005, 11:01 PM
in italy we have a popular words that sound like that :
"everyone give water to its flour mill"
that mean everyone work for itself, and this articles seems to suggest to use the author plugins to use lightwave and renderman.
i think was not did with bad intention, but author miss that real renderman license ( i mean simple renderman engine, and it cost 3500$ from website pixar) cost a bit more than 8-10 computer for our renderfarm, that give to lw some power more than renderman solution.
to be honest, renderman and renderman compliant are not the same thing, renderman compliant mean that read and render rib files, but is not real that you have same result!
i used renderman some years ago, and it's a very powerful render engine, but it often need developing skills, i had developed some shaders by my needings, but it's not useful in common use, and anyway is so expansive for a single man studio or little studios.
11-11-2005, 11:01 PM
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