texture rendering without filtering 2004-06-03 - By Nick
Back I think I posted a shader a few threads back to get non filtered images to drive displacements, the thread if I remember was about achieving a pin cushion effect with displacements... you can avoid texture filtering through the rendertree, it's nothing too complex, that way you can also crank your anti -aliasing to whatever levels suit best while still preserving the advantages of adaptive aa... -- -- Original Message -- -- From: Andras Ikladi To: XSI@(protected) Sent: Thursday, June 03, 2004 11:20 PM Subject: Re: texture rendering without filtering
kim aldis wrote:
> That I couln't be sure about without running some tests. It's not something >I do a lot of, although I was working with someone a year or so ago who was >doing camera projections for set replacement and he had a hell of a job >trying to get it right. My guess is that there'd need to be some kind of >filtering because the textured image could get pulled around in all sorts of >ways, stretched or compressed according to camera, object distortion, >scaling, whatever. The question really is, does it filter where it doesn't >really need to. > >The comment was no more, really, than an observation in the interests of >completeness. I have a thing about accuracy and it seemed to me that it was >possible to infer that threshold played a part when in fact it didn't. > > Sorry, i was more replying to Bernard's post, just was a lazy beotch including the correct history :)
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2>I think I posted a shader a few threads back to get non filtered images to drive displacements, the thread if I remember was about achieving a pin cushion effect with displacements... you can avoid texture filtering through the rendertree, it's nothing too complex, that way you can also crank your anti-aliasing to whatever levels suit best while still preserving the advantages of adaptive aa... </FONT></DIV> <BLOCKQUOTE style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=kodiak@(protected) href="mailto:kodiak@(protected)">Andras Ikladi</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Thursday, June 03, 2004 11:20 PM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: texture rendering without filtering</DIV> <DIV><BR></DIV>kim aldis wrote:<BR><BR>> That I couln't be sure about without running some tests. It's not something<BR>>I do a lot of, although I was working with someone a year or so ago who was<BR>>doing camera projections for set replacement and he had a hell of a job<BR>>trying to get it right. My guess is that there'd need to be some kind of<BR>>filtering because the textured image could get pulled around in all sorts of<BR>>ways, stretched or compressed according to camera, object distortion,<BR>>scaling, whatever. The question really is, does it filter where it doesn't<BR>>really need to.<BR>><BR>>The comment was no more, really, than an observation in the interests of<BR>>completeness. I have a thing about accuracy and it seemed to me that it was<BR>>possible to infer that threshold played a part when in fact it didn't.<BR>> <BR>><BR>Sorry, i was more replying to Bernard's post, just was a lazy beotch <BR>including the correct history :)<BR><BR>---<BR>Unsubscribe? Mail <A href="mailto:Majordomo@(protected)">Majordomo@(protected)</A> with the following text in body:<BR>unsubscribe xsi<BR></BLOCKQUOTE></BODY></HTML>
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