[Sidefx-houdini-list] moire patterns

Simon Barrick simon at primalpictures.com
Fri Nov 3 17:10:13 EST 2006


You can do frequency clamping too, which is easier than analytical anti-aliasing. You can use the area function to determine how close to the texture you are and then as you approach the aliasing threshold you blend into an "averaged" version of your texture. Works pretty well.


-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com on behalf of Andrew D Lyons
Sent: Fri 03/11/2006 19:14
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] moire patterns
 
Procedural patters alias unless you can put some anti-aliasing code in
your shader. The "Advanced Renderman" book has a chapter on that. The
easiest alternative is to use .rat textures instead of procedural
pattterns.

Cheers


On 03/11/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> hi
> I am trying to do procedural cloth shader for huge baloon
> the problem i have is that close up is ok i see threads but from far I get
> moire patern type noise
> is there any  way to avoid this , or waht would be strategy for doing this
> two different setups for close and far?
>
>
> --
> Zoran Arizanovic
> http://arizanovic.blogspot.com/
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-- 

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Andrew D Lyons | Digital Artist | http://www.tstex.com
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