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Darrell Croswell
05-06-2002, 08:31 PM
hey,
i have a scene im trying to render...it normally looks fine, but fo rsome reason or other there are certain objects that are getting the infamouse sparkling effect (like with low shading samples)

i have cranked the shading samples and max shading samples on these objects, but im still getting bad rendering.
the scene has some particles in it, but i dont know why they would screw anything up...i have their shading samples turned up too.

right now i am testing it with rendering fields instead fo just one image, but i doubt that it will work.

perhaps using a z depth option will work???

i dont know, but i could sure use some input.

thanks:scream:

ACFred
05-06-2002, 09:20 PM
Hey Darrell,

Could you post an image that shows an example of what you're talking about?

FBMachine
05-06-2002, 09:28 PM
I'm assuming you're using procedural textures instead of file textures, otherwise the default mipmapping filter for file textures would have stopped that. I haven't figure out how to get rid of the procedural texture sparkling in Maya except for sacrificing forground quality by turning down iterations so there is less small details in the procedural texture, and boosting AA settings up high. One thing you can do is create a tileable file texture from the procedural texture, and the mipmapping, or any other filtering on the resultant file texture will get rid of the sparkling. Rendering fields won't do anything, that is totally unrelated, and z depth just outputs z information which is usefull in compositing packages for DOF etc..
Dan

Darrell Croswell
05-06-2002, 10:59 PM
thanks guys.

i am using file textures too. it is'nt their filter because i am using quadratic filters on them. normally i just turn up the shading samples override on the sparkling object, but i have it cranked now and it is still screwing up.

i will put up a picture for you, but it will not make much of a difference due to the fact that this problem is only apparent in animation. however you will be able to see some of the speckling.

thanks again

Darrell Croswell
05-08-2002, 05:41 AM
i figured it out....motion blur is turned on...(3d motion blur).
therefore the visibility sqamples for 3d motion blur have to be screwed with as well as the typical shading samples stuff.

took me long enough.

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