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!
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!
