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Is speckle going to dance?

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  • Is speckle going to dance?

    We are producing another animation and there are some large panels of toned render. I want to put a bit of 'texture' on there - like a stipple finish. I wondered if the speckle map in the bump channel will work well as I will not need to do any UVW mapping when I use this. Still images look OK, but I am worried about 'dancing noise' when the thing is animated. Hopefully I'll get chance to do a test run, but time is tight!

    I'll be using mainly LC/Irmap (secondary/primary) with QMC 1,4 for aa.
    Kind Regards,
    Richard Birket
    ----------------------------------->
    http://www.blinkimage.com

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  • #2
    if the detail is really fine, and on the bump, the GI should be mighty fine regardless, but you might wish to up the AA max subdivs and lower the corresponding threshold to make sure it won't hop and skip around.
    Also, depending on the move, you might have a "more pleasant" noise pattern if you uncheck the "time dependent" checkbox, as the noisy sampling should be "fixed" on screen throughout the animation.
    Have a couple of tests with just two frames, and see what works best...

    Lele

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    • #3
      Speckle and I go dancing all the time...

      Regardless of Vray settings, procedural patterns can move around. I think I remember cellular doing this, but I don't know about speckle. I recommend you test it out first.
      "Why can't I build a dirigible with my mind?"

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      • #4
        it will not dance. If you are referring to texture flickering then it simply dependant on your antialiasing settings.
        If you are referring to texture swimming, then this would happen only if the texture is set to be positions based on world space coordinates, and if the object will be moving.
        Otherwise should be pretty good.
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #5
          antialiasing wont help in all cases
          it really depends on rendersize, texture detail, camera distance
          you have to test it...

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