[Sidefx-houdini-list] moire patterns

zoran arizanovic zoran.arizanovic at gmail.com
Sat Nov 4 05:59:53 EST 2006


thank you zhang
you are very helpful!
I will check this in Advanced Renderman
zoran

On 11/4/06, zhang xiao <zhangxiao6776 at gmail.com> wrote:
>
> Hi, Zoran:
>      There is one chapter on the Advanced Renderman book which talking
> about
> LOD and procedural primitives,
> it's pretty clear. Geometry based LOD requires different resolution of
> your
> model, and carefully choosen
> of the detail range for each model, the render will take care of the
> interpolation part for you. In terms of
> shader based LOD only, I'm afraid you have to do some trick like simon
> mentioned, you can also give a try
> to geometry LOD, do some quick test, maybe also works in your case, as a
> matter of fact, if you didn't change
> the geometry resolution , only change the texture, it's the same as
> Simon's
> trick basicly.
> xiao
>
>
>
> On 11/4/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> >
> > hi zhang
> > I am doing this in renderman shader
> > do you know more how lod in rm works on shader basis?
> > thanks
> > Zoran
> >
> > On 11/4/06, zhang xiao <zhangxiao6776 at gmail.com> wrote:
> > >
> > > like renderman, mantra is also micropolygon render, and i believe it
> > > has silimar
> > > LOD functionality as in renderman.
> > > xiao
> > >
> > >
> > > On 11/4/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> > > >
> > > > thanks for answers
> > > > yes this is what I was thinking like some kind of level of detail
> > > > approximation for near and far frequency of threads
> > > > zoran
> > > >
> > > > On 11/3/06, Simon Barrick <simon at primalpictures.com> wrote:
> > > > >
> > > > >
> > > > > 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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> > > > Zoran Arizanovic
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-- 
Zoran Arizanovic
http://arizanovic.blogspot.com/



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