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Anachron474
04-04-2008, 08:31 AM
I'm using a program called AGI32, which is meant to analyze architectural lighting. There aren't many options I can play with, other than setting the texture mode to tile, fixed size, or stretched, and changing the anti-aliasing.

The problem seems to happen when a texture has a very fine linear pattern of detail. It's hard to describe in words what happens (I tried searching for a solution but couldn't figure out how to describe it), so I'll show some screenshots:

A view of the textured wall from a distance. Gross (http://www.projectvulcan.net/nonpv/texture/texture3.jpg)

When you get close to the wall, it looks fine (though you can see the same sort of problem in the carpet) (http://www.projectvulcan.net/nonpv/texture/texture2.jpg)

Here is the texture file that is being used (http://www.projectvulcan.net/nonpv/texture/texture1.jpg)

These screenshots are from the radiosity rendering, but the problem persists even when raytraced.

AGI doesn't really take textures into account when calculating illuminance values (which is the program's main function). It takes an average color and reflectance of the texture and treats the wall, in this case, as if it were solid beige. The textures are just for aesthetics and can be toggled on/off.

I know very little about these types of things, but I'm guessing it's either a limitation of the program or some incorrect settings on my graphics card. Even if I can't solve the problem hopefully somebody can explain what causes these artifacts?

My graphics card is a Radeon X1950XT and the driver is Catalyst 7.9.

Thanks!

Marcel
04-04-2008, 01:45 PM
This is the fine pattern that is causing interference.

Is this a realtime program? Then the only way to get rid of it is using mip mapping (http://en.wikipedia.org/wiki/Mip_map)

If the program supports .dds (Direct X) textures download the NVidia Photoshop plugin and save your textures as a .dds file.

http://developer.nvidia.com/object/photoshop_dds_plugins.html


If it renders the scene then you should increase the sampling rate.

Maven
04-04-2008, 03:45 PM
You're out of luck. AGI isn't really the program to use of texturing, and it's really not it's function. I'm sure you know what AGI is meant to do. Others on this board probably don't, I use it on a daily bases for lighting design and roadway luminance calculations, but if you are looking to creat a good quality render with nice realistic textures then you need to go into 3ds max. you can bring those same ies files you used in agi and 3ds max will calc it correctly, but you won't get grids and isolines, and calc reports. I use both together.

Maven
04-04-2008, 04:01 PM
AGI really doesn't have a renderer. It raytraces the viewport then you save the viewport image. So that's why your viewport and rendered image have that moire pattern.

Anachron474
04-04-2008, 04:50 PM
That's what I figured. I know AGI's render functions are very basic, but I rarely have time to set up my models in both AGI and VIZ. I wish one program could do everything. It's too bad VIZ can't calculate illuminance values - it seems so basic. Thanks for the answers

Maven
04-07-2008, 01:05 AM
Oh but it can calculate illuminance values....3ds Max that is.

Anachron474
04-07-2008, 06:51 PM
Really? I've only used Viz, not 3DS Max (at least not in many years). I don't know a great deal about either program - I'm about to graduate from an architectural engineering program and they taught us some Viz and a lot of AGI. I always assumed Viz was a stripped-down verion of Max with architecture in mind, so I don't know why they would remove the illumination calculations from Viz. When Autodesk bought out Lightscape, its features were supposed to be integrated into Viz but I know a lot of people who were disappointed by what was left out. I also know people who still prefer the old Lightscape to new AGI.

AGI is great for evaluating performance, but my professors don't seam to realize that it's really lacking when it comes to renderings. They expect photorealistic renderings, so I end up spending hours playing with the mesh sizes and rebuilding objects to avoid light leaks. And in the end it still doesn't look great. The other option is to do the basic calcs in AGI and then use VIz for renderings, but time is always a problem. It's an overwhealming program I'm not very familiar with it. And I'm not sure if it's worth learning since, from what I gather, most lighting design firms don't have a license of Viz or Max.

Maven
04-07-2008, 08:40 PM
We do our lighting design in both programs. Yes, modeling for both. Yes, time is always agiant you, more in the professional world. I would seriously consider learning Max, you obviouly already know AGI so in my opion you are only halfway there. Learn Max, together they are stronger!!

PS.

Looking for a job?

Anachron474
04-10-2008, 05:19 PM
I already accepted an offer from JB&B's lighting department in NY. The job market is so good, I don't know why more people don't work in lighting!

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