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Gilles Tran wrote:
essage
> de news:3ff95bd4$1@news.povray.org...
>
>>it would be maybe more usable. If I can propose a new feature, this
>>would be it: object based AA. That way one could define high AA to very
>>small detailed objects without affecting the whole scene.
>
>
> For the record, this very feature exists in Cinema 4D (I'm compiling a
list
> of C4D vs POV-Ray features to be released soon): one defines AA at scen
e
> level but each object can have a special tag attached that allows it to
have
> a higher AA quality [...]
I would like to point out a few things:
first of all 'per object aa settings' is not a clearly defined feature
at all, it would be if we only had opaque non-reflective surfaces in the
scene. In all other cases the color of a sample is not just determined
by a single object so you can't find a general solution for this (no
matter how you implement it there will always be cases where it does not
do what you want).
second: the idea that you need higher aa settings for 'small and
detailed objects' to me seems to show a misunderstanding of the concept
of adaptive antialiasing - you automatically get better antialiasing for
such objects. The reason you want per object settings in case of
blurred reflection is because you abuse aa for something it never was
designed for.
Of course variable antialiasing settings might still be interesting for
mere speed reasons - you have a scene with quite slow periferial parts
and you want to reduce aa settings there for a faster render but need
the high quality settings for a central region to look good. In such a
case you might not want to have the aa settings for a specific object
but for a specific region (you have to make sure of course you get a
smooth transit). For this a 2d antialiasing map might be more useful
(it would of course also be easier to implement... :-).
A remark on blurred reflection: a useful feature would probably an
adaptive sampling technique for this purpose - you send out a set of
rays from the surface of the reflective object and stop if their
returned colors do not differ more than a certain threshold - otherwise
you send more rays.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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