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> Christian Froeschlin <chr### [at] chrfr de> wrote:
>> Chaanakya wrote:
>>
>>> No, it's when I use almost the exact same code you gave me. All I did was
>>> declare a new variable N (number of shells) and set it equal to 50. If I set it
>>> to 10, it's perfectly fine.
>>
>> I tried with 3.6 and 3.7 using I < 50 (and D = 0.02*I) but did not see
>> any problem. Please post the exact scene and render settings used.
>
> I think the problem is there only if I do not use antialiasing. Anyway, here's
> the code:
> ...
> Without antialiasing, this produces random little 'holes'. However, I think
> that with antialiasing, it should be fine.
>
> Thanks again for all your help!
>
> - Chaanakya
>
>
When you use antialiasing, you take additional sub-samples in some
pixels and average them.
When you have any coincident surfaces, it cause lots of, semi-random,
noise. That noise trigger the antialiasing. The averaging of that noise
result in smaller dark pixels having a LOT less contrast. This
effectively hides most of the problem.
Alain
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