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On 4/16/20 7:01 AM, Bald Eagle wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
>
>> When my function values cross 0, I get rounding of the corners in the +x and +z
>> directions, and the same thing happens to a lesser extent when I use too many
>> samples and flatten the gradient too much.
>
> Fixed that 5 min after posting, and understood exactly why at 4:30 this morning.
> :|
>
> Low accuracy setting for the isosurface gives it the speed and terrible look.
> ;)
> Higher accuracy obviously makes it much smoother and slows it way down.
>
> Will see if RL gives me time to hammer out some more experiments and discover
> anything of value.
>
>
Yes, in general when working with isosurfaces, you get into the habit of
working with awful looking results as you work up the structure of a
scene before cranking down and doing the real render - and even there
it's often better to render larger and scale down.
It's the case with many shapes there are always ray approaches which
just catch or miss an edge. These always end up a little more jaggy than
they should with AA (and drive AA time some). (1)
Rushed...
Bill P.
(1) - Yes, this same effect is there with non-isosurface shapes too, but
to a lessor extent. Basically for those glancing edges to be clean the
ray aim must be perfect and due numerical noise, it's not.
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