[Sidefx-houdini-list] moire patterns
dan.seddon at framestore-cfc.com
Mon Nov 6 05:09:22 EST 2006
Both these are a good way to get rid of the aliasing. But, you may also
want to do some kind of anisotropic shading too represent some of the
subpixel detail you are knocking out with your filtering. If you don't
be sure to crank your shading rate and pixel samples up massively.
Since you are using renderman and if you go the texture route and map it
on to a spherical object, as you seem to be, it's also worth consider
making your textures with their full mip-maps "txmake -pattern all".
Otherwise I would expect you to still get aliasing on the edges.
> 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
> On 03/11/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
>> 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
>> Sidefx-houdini-list mailing list
>> Sidefx-houdini-list at sidefx.com
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