Backwards antialias 2004-06-28 - By Thomas Moffat Grimes
Back Hi Hans,
That's an odd problem. I'll see if I can't find an explanation of the cause for you, for one thing.
Meantime though, the workaround - render to an image that is "anti-alias times" bigger than you require. So if your scene is 100x100 and you want 4 times anti-alias, render to 400x400 and downsize.
I actually find this gives fractionally better rendering performance, plus better image quality. To my eyes, the anti-alias results appear "horizontally biased" where the pixels are smoothed from the horizontal perspective (ie compared to pixels they are adjacent to horizontally) but not so smoothed from the vertical perspective. I find that by making the image x number of times larger and downsampling I can get a better result (as well as more control thanks to using Unsharp Mask on the downsized image to control how much sharpness is retained).
This should let you continue to produce the images you need to the quality you need - actually it stirs up one possibility. Since the anti-alias works in a similar way, it could well be that the larger image being generated internally is showing the NURBS edges, as the larger image would require greater NURBS resolution. If this is so, then rendering your image 3 times larger should show the same artefacts you seen with 3 times anti-aliasing, and this work around won't help - but at least we would know the problem.
This would explain why 4 is as bad as 3, but anti-aliasing of 2 is better. Try increasing the NURBS resolution for your higher anti-aliasing renders, as well as testing rendering to those larger images, and let us know!
Thanks! Tom
Thomas Moffat Grimes Marketing Communications Caligari Corporation
mailto:thomas@(protected) http://www.caligari.com -- --Original Message-- -- From: hans_k [mailto:hans_k@(protected)] Sent: Monday, June 28, 2004 10:00 AM To: truespace@(protected) Subject: Re: [TSML] Backwards antialias
Now I have tried this down to a single nurbs object, and found that it is nothing spcial with my scene. Any curved nurbs object, for example a simple cylinder gets bad edges when using antialias.
The reason I have not realized this before is that it becomes more obvious in this scene.
- Hans
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