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MR sampling with detailed textures

MR sampling with detailed textures

2003-11-29       - By Paul Gunson

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Reply:     1     2     3     4  

considering MR shader support docs list 'file' node support as 'exact' i
shouldn't have to. the actual description is as follows:
'exact, no prefiltering, with limited filtering (only mipmap)'. all of
those conditions i am following. i will try it out tho.

-paul


Horv�tth Szabolcs wrote:

>Did you try using mental's custom texture instead a file node?
>
>Cheers,
>Szabolcs
>
>*********** REPLY SEPARATOR  ***********
>[snip]
>
>>>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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