  | | | MR sampling with detailed textures | MR sampling with detailed textures 2003-11-29 - By Paul Gunson
Back 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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