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Antialiasing for Animations with Proxy Trees

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  • #16
    Flino2004,

    I tried these settings on my scenes and flickering is not solved, so a render of your scene would help. Probably you don't have million poly trees in the background...

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    • #17
      Filtering only makes noise worse, afaik.
      It either makes it bigger than one pixel (area, @ 1.5 px size), or sharpens it up (any sharpening filter).
      Try and split up the scene components and identify where the noise is coming from, and then cure that part.
      Is it the GI, or the glossies, or an unfiltered texture?
      Clean the scene well enough without any AA on (fixed @1), and then a simple 1-4 will likely do the trick for your edges.
      If the shot's clean enough by the time it hits post, you should then be able to easily correct the most nagging bits (crawling edges due to low res, and such).
      Lele
      Trouble Stirrer in RnD @ Chaos
      ----------------------
      emanuele.lecchi@chaos.com

      Disclaimer:
      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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      • #18
        Animation finished without flickering proxy trees

        Just to let you know, things turned out very pretty.
        Thanks to all who shared their info on this topic. My conclusion to the "flickering proxy tree"-problem:

        There is no other way than pump up the parameters. I have tried nearly every possible setup but only this worked for me:

        Image sampler Adaptive DMC
        Antialiasing filter Area, size 1,5
        DMC min. 3
        DMC max. 6

        DMC Sampler
        Adaptive amount 1,0
        Noise threshold 0,001

        This way the flickering was reduced to a level that it looks more like a little film grain than noise. And it only appears where the trees are in the very far distance and its only noticeable to people who knows about it. (like you and me)

        I rendered the animation in a croped HDV resolution 1440x840 pixel aspect 1,3333 and fields. Rendering time was about 30 min on a Quad extreme 3 Ghz. Illumination precalc was Lightcache subdivs 5000, sample size 0,03 with the "use camera path" and then a Irradiance map with "medium animation" also with "use camera path". Scene cuts were each between 200 and 500 frames. The animations are mostly helicopter shots over a bay area with urban development and hills full of trees around it.

        Greets
        BLADE

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