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MR sampling with detailed textures

MR sampling with detailed textures

2003-11-28       - By "Horvátth Szabolcs"

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Reply:     1     2     3     4  

Did you try using mental's custom texture instead a file node?

Cheers,
Szabolcs

*********** REPLY SEPARATOR  ***********

On 11/28/2003 at 9:52 AM Christian Nerving wrote:

>we just had a similar problem with some wooden boards that we needed the
>camera real close up to...in our case tho the problem was jittering in the
>woodentexture, now i never fixed the problems, neither did our support or
>the guys at alias:/(only lessend it, at the expense of a 5-10 times longer
>rendertime), a bug was logged and a suggestion to have mayas filetex.
>filter
>implemented in mr too. Seems theres just problems with the current
>implementation of mrfm...sorry for the mood killer, hope you fix it tho, or
>can render out those objects in maya perhaps (where also our woodenboards
>rendered perfectly!.
>
>Christian
>
>-- -- Original Message -- --
>From: "Paul Gunson" <paul@(protected)>
>To: <maya@(protected)>
>Sent: Thursday, November 27, 2003 10:53 PM
>Subject: MR sampling with detailed textures
>
>
>> i'm having a problem with sampling on textures with fine detail in
>> mental ray.
>>
>> basically i have a concrete texture with lots of detail that renders too
>> blurry, the same shot renders nice and sharp with a maya software
>> render. setting MR globals filter height/width to 1 gives a pretty good
>> result for the concrete in MR, but then the anti-aliasing on other
>> objects in the scene is really bad. setting filter height/width to 2
>> fixes the aliasing but blurs the concrete texture too much. :(
>>
>> the shader itself is just a standard blinn with file texture mapped to
>> color, mipmap filtering on 1 (having tried dropping this value but
>> doesn't seem to effect MR). i liked the ability to have more independant
>> control with aliasing and sampling with the maya software render... is
>> there a way to get a sharper concrete render while keeping the good
>> anti-alising in the rest of the scene...?
>>
>> any tips greatly appreciated.
>>
>>
>>
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