Hey all.
First off, thanks for all the help. Greatly appreciated.
Secondly, you’re all right. It does sound like the AA is my major problem. Fact of the matter is, until this conversation, I had no idea what the framebuffer was all about. I simply just turned it down to “un-blur” my images, and that was it.
But by the sounds of it, had I known how to use this aspect of the render properly, I could have been saving myself a lot of time! I did a little fooling around with it yesterday, and I was able to achieve nice results with much lower AA than before.
I guess that’s the pitfall of 3D schooling that only focus’ on particular areas (I came out of school feeling like (and still feeling like) I know little to nothing about rendering/lighting.)
I any case, you guys are again right on the money about the ocean texture being a problem. Because the texture is high in detail in the foreground, it causes “crawling” in the background (or along the horizon line).
As a solution to this problem, mocaw suggested: “you might want to experiment with converting it to a .map file(s) and using elliptical filtering”
Would anyone be willing to explain that. I have to be pefectly honest, I don’t know what mocaw means by that at all.
In saying that, I think I know what he’s getting at, and would love to know how to do it. Textured planes that run into the horizon have been a thorn in my side in a number of things I’ve worked on. Either your texture quality is high (for the foreground) and you get really bad crawling in the back… or your quality it low to avoid that crawling.
Finally, I will try to post some renders and such this evening.
Oh, and about the lack of reflection on the ocean. 1. I had to take it out, cause it was killing my render times too much… and 2. The scene has an overcast sky, thus you don’t miss a whole lot. Doesn’t look terribly realistic, but the client was happy, so that’s all that matters.
Thanks again for all the help!
Matt