Macha Posted April 18, 2011 Share Posted April 18, 2011 (edited) I have jagged edges on my displacements and I don't know how to get rid of them. I have attached a simplified version of it. I've tried all kinds of stuff; samples, blurring, dicing, smoothing, bounds, etc but I can't get rid of it. What's happening? dsiplacement trouble.hip Edited April 18, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
anim Posted April 18, 2011 Share Posted April 18, 2011 for MP set shading quality on your object to 2 or render with Raytrace and you can reduce Disp. Bounds to 0.05 or so Quote Link to comment Share on other sites More sharing options...
Macha Posted April 18, 2011 Author Share Posted April 18, 2011 (edited) Thanks, it makes it better but it doesn't remove it. The jagged edges are visible especially with a shiny object. I had tried it up to shading samples 10 but I could still see artifacts. I assume it happens because of an abrupt change in brightness of the underlying map/procedural, but even blurring doesn't remove it, and I don't want to blur too much. Edited April 18, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
edward Posted April 19, 2011 Share Posted April 19, 2011 Those look like filtering issues in the shader? Quote Link to comment Share on other sites More sharing options...
anim Posted April 19, 2011 Share Posted April 19, 2011 did you try Raytrace engine? increase pixel samples to e.g. 6x6 and maybe set Ray Shading quality for object to 2 and Shading quality to 1 for that case those values may be extreme or maybe not, depends on your real scene, it's difficult to give you exact values without the same scene but I would play with those settings and maybe try different filter for the procedural like VEX Blackman or VEX Gaussian instead of Box Quote Link to comment Share on other sites More sharing options...
Macha Posted April 19, 2011 Author Share Posted April 19, 2011 Yes, I tried all those things. The best solution so far is to do the texture in cops and then just use as an image map, but I loose definition that way, and I would prefer it to be all in the shader. Are there other ways to filter in the shader? I'll try and put up a more descriptive scene. Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted April 19, 2011 Share Posted April 19, 2011 Your micropolygons are not small enough for what you wan't to achieve. Increase Dicing -> Shading Quality on either your rop to do it scene wise or on your geometry until you get good enough results. Rendertimes will be slower as well but displacments will be smoother as there are more actual points where displacment is being calculated. My image is with 3x3 pixel samples and shading quality 5 on the grid. Most is gone except for some on the ones closest to the cam so might need to increase it a little further. If the shader is for rendering other hexagons with the shader on as seen in the second image you could probably get away with just doing bump mapping (usually alot faster) and not actually displacing, if the render times get crazy. Happy hexagon rendering Quote Link to comment Share on other sites More sharing options...
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