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  • sharpen control joints

    Can anyone tell me how to sharpen the contol joints in this render?


    Thanks
    Seems like I always have trouble with horizontal lines not being crisp -

    Mike
    Michael S. Munson
    Conceptual Design Studio

  • #2
    Usually I have to increse the anti-aliasting settings. For final renderings I set the adaptive subdivision min. rate to 1 and the max rate to 4. It increases rendering time but resolves the fine lines of control joints. Also rendering at higher resolutions helps a bunch.

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    • #3
      try this:

      AA simple two level...with 1/4 or 2/5
      check "random", and lower the threshold to 0.06

      that should catch all the little detail reveals......but your rendertimes will visibly increase....

      also you might wanna uncheck "filter maps" in the "glbal swtichs" rollout....that will maintalin texture detail (like your brick) even in farther areas like the bulidings in the background.....plus crisper textures in the foreground......also try using CatmollRom filter or MitchelNetravalli......

      paul.

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      • #4
        Micheal,

        I have the same problems. Most of the time it's due to the irradiance map being not good enough. Yours looks pretty good, so it's an AA problem. This can be easily bypassed with rendering a higher resolution. Often rendering a higher resolution with a ' low' irradiance map setting gives a better result then rendering small with high irr and AA. Most of the time it's also faster.

        Marc

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        • #5
          I've also noticed an error or bug in the tile (brick) material where the joints come together - See the double motar thickness about every 12 courses - any way around this other than creating a brick with 100?
          Thanks for the comments
          Mike
          Michael S. Munson
          Conceptual Design Studio

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          • #6
            Mike: I believe you get these lines when using the tiling parameters, in brick material or UVW Map, as opposed to brick count.

            --Jon

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            • #7
              not sure what is causing it I am not tiling in the brick amterial and I am using a mapscaler - horizontal count is what is causing it - is seems to be adding another motar line on top of the one from tiling - And it only shows up in a camera view not an orthographic view
              Michael S. Munson
              Conceptual Design Studio

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              • #8
                I'll try to find the file I had this problem in and see if I can give you the solution.

                --Jon

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                • #9
                  I had the same problem. I found that it is the uvw map causing the problem.
                  What you have to do to fix it is, make your uvw map bigger than the
                  building.
                  Example:
                  Box tht is 100x100x100

                  Brick horz count 3
                  brick vert 8
                  uvw on box at 24, 24, 24
                  This should get us the correct size on the box, but we will see that seem at
                  the uvp map size.

                  If i change the uvw map to 240, 240, 240, and make the brick 30,80 i with a
                  .05 grout width, it will dissapear. (multipling eveything by the same number
                  you multiplied the uvw map x10)

                  Does that make sense?

                  This is the only way i knew how to fix

                  Hope it helps, even though he already knows this now.

                  Travis

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                  • #10
                    did you try the fixed rate AA option.
                    with settings like 4 and random checked?
                    that worked for me.

                    Bart

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                    • #11
                      increase the max rate for the irradiance map

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                      • #12
                        Sorry for the late response, moved into a new pad yesterday I couldn't find the file but now that Travis mentions it, his description is what I ended up doing. It should work perfectly for you and, under the hood, it's actually almost identical to what I originally described.

                        --Jon

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