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Dirt doesn't work with Qmc AA
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because the AA method (adaptive QMC) u want to use is more sharp maybe
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Originally posted by LarsSonparssonI'm using 16 already. Should I go as hi as 32 or 64?
Is there any short explanation why dirt with Qmc needs more subdivisions?
I just want to understand how things work.
-LarsSon
If you are interested in a little maths, here is a more detailed explanation.
Suppose that you are using VRayDirt inside some non-linear texture (e.g. mask with curve or something). In that case, for Adaptive subdivision AA, you will get something like pixel=mask_tex(dirt_tex_full). If you use Adaptive qmc AA, you will get something like pixel=(mask_tex(dirt_tex_0)+mask_tex(dirt_tex_1)+. ..)/num_aa_samples.
The two values are equal only if mask_tex() is a linear function.
Note that this is not V-Ray specific thing; you will get this with any renderer where an AO texture is used in a non-linear way with a small number of samples.
Best regards,
VladoI only act like I know everything, Rogers.
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Thank you very much!
I think that I understand it now. Actually, It's really obvious why
the result looks like that.
Is it possible, that there could be an option to pre-calculate somekind of
dirtmap? Like calculating LC, interpolating it and using it as saved solution.
But same think for dirt. After all, dirt is only AO with some added features.
Then we wouldn't need to render dirt totally using qmc sampling.
I'm not very good eplaining this, but I hope you get my point.
-LarsSonLasse Kilpia
VFX Artist
Post Control Helsinki
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