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Filter textures & camera distance problem?

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  • Filter textures & camera distance problem?

    About texture filtering, here you can see three images, in one, you can see a horse statue, but you can appreciate an error inside the red cirle. Taking a look at the zoomed (dolly, in really) render to the same area, we can see the surface perfectly rendered without errors. The third image is where you can see the uv map of this object (every polygon has its own real size respect the others, and some space around for repeat pixel borders, own harvest script).
    Click image for larger version

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    So, if we can see clearly a perfect zoomed detail render, why when we dolly back the camera for frame the complete horse statue we can appreciate the "individual face texture"?. Vray is sampling the texture and the UvMap in different way depending of the final size in the render?. How can I avoid this?. Without filtering in the texture, the effect diminishes, but it doesn't goes away.

  • #2
    Try upping your min sample rate from 1 to 2?

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    • #3
      Aweidenhammer, did you mean in dmc/adaptive sampler?, in antialisaing setttings?.

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      • #4
        Originally posted by Reaversword View Post
        Without filtering in the texture, the effect diminishes, but it doesn't goes away.
        You have guessed correctly that this is a texture filtering issue; as you get away from the object, V-Ray uses a more blurred version of the texture to reduce flickering and to make the job of the antialiaser easier (using the so-called mip-mapping). You have several different patches in the texture, and the filtering may cause colors from these different patches to be mixed.

        To solve the issue you can turn off the filtering (set it to "None") and you must make sure that the patches in the texture have some border of similar color around them (like what the V-Ray texture baking engine does with the "Edge padding" option).

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          Vlado, all this is done in the horse image. Al my textures haves repeated borders and all uvmaps haves space enough. Highing low sampling how Aweidenhammer says, helps, but still not enough. The only way I've finded is to use 2k textures like minimum.

          Anyway, take a look at the original 1k texture. You can see the distance between uvmap and extended borders. This is not enough borders for Vray?

          Click image for larger version

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          • #6
            I would say that the border is too thin; one pixel in most cases won't be enough - try two or three pixels.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment

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