Bitmap clearity problem

Hi guys, I hope you can help me out..

I’m not satisfied with the result I am getting on this tabletop, I used a decent quality bitmap (see below) for this rendering but it seems it’s getting blurred after rendering, (I’m not talking about reflections) what can this be?. I’ve already tried ajusting the blur setting from default 1.0 to 0.01 under “diffuse:bitmap/coordinates/noise” in the material editor.

I hope it’s clear, I’ll try to render an image where it’s more clear.


My 2 cents but,maybe it’s due to the AA filter which has a value that can incidence on image bluriness. Some filter blur more than other considering the algorithm and an adjustable value. Maybe try other filters in the vray Antialiasing filter rollout.

Maybe alos check the bitmap parameters in the bitmap rollout in your material . Bitmap parameters > filtering, maybe summed area will help you.

nb: your metal looks neat ! i wish i could achieve that :slight_smile:

Good luck

max’s default bluring value is 1.0 - try lowering .6 .5

I’m almost sure is the aa parameters you are using, I’ve had the same problem before and using adaptive subdivision min. rate 1 and max. rate 3 solves it, but you get higher render times.

I guess quality takes some sacrifices!!! :lol:

You need to lower your AA color threshold. If you use Adaptive Subdivision AA, decrease its color threshold (to 0.05 or below); if you use Adaptive QMC AA, decrease the Noise threshold in the QMC sampler params.

Best regards,
Vlado

ah, thanks guys!

I will try it tomorrow morning first thing!

gr,
Leon

hmmm, my rendertime went from 7:29:24 to 25:27:01

I changed:

-AA min0 max2
-AA threshold 0,03
-added a glassobject to the scene.

hi Leon_Stoop

maybe the texture itself lacks sharpness and/or resolution.
the smaller the texture is, the blurrier it will be rendered if you keep
the uvw-size.

greez
ale

The texture itself is pretty OK.
I think the latest rendering is OK.

Leon

This may be a stupid question, but what are your UV cords on it, Are the UVs that represent the sides in scale w/ ther rest of the piece? If not you may want to give them a little extra room.

Heck to get real techincal it would never be like that unless a vanier was wrapped around the edge or cut off and glued to the edge.

I’ve got nothing to say which can help u out unfortunately.
I just wanted to say that the metal leg is awesome.

Did you fillet the edge? Great specular on the corner.

SunnyC

Every object of the table has a 1 mm radius.

Try changing the bitmap filtering from Pyramidal to Summed Area.

>>Try changing the bitmap filtering from Pyramidal to Summed Area.<<

No, that didn’t help, thanx though.

gr,
Leon

Try with Fixed two level or fixed AA mode. I think that will help you

Regards

Change filtrering to none. That will probably do it, but will drive the time way up.

This is one of the most frustrating things with using vray compared to old scanline. I can get the clearest bitmaps, and sharpest edges in seconds with the scanline, but you have to wait forever if you want to see decent results in vray.

I just dont get why its such a big deal.

Change filtrering to none. That will probably do it, but will drive the time way up.

This is one of the most frustrating things with using vray compared to old scanline. I can get the clearest bitmaps, and sharpest edges in seconds with the scanline, but you have to wait forever if you want to see decent results in vray.

I just dont get why its such a big deal.As far as bitmaps are concerned, you should get almost identical results from VRay and from the scanline renderer, provided that you use at least one sample per pixel. Geometry edges are a different matter…

Best regards,
Vlado

I didn’t mention that the bottom image was made in Vray - just to be clear. :slight_smile:

where the angle you view bitmaps at becomes shallow, we dial the blur to .1…and turn supersampling on (on standard max materials)

sometimes it takes a different sampler like hammersley to pull detail out

it takes longer, but sometimes things just do :slight_smile: