POV-Ray : Newsgroups : povray.advanced-users : Per object antialiasing demo : Re: Per object antialiasing demo Server Time
28 Jul 2024 20:31:57 EDT (-0400)
  Re: Per object antialiasing demo  
From: Christoph Hormann
Date: 8 Jan 2004 11:52:04
Message: <3vd0d1-scq.ln1@triton.imagico.de>
Gilles Tran wrote:
> 

pect is
> that C4D uses (by default) some sort of jittering, different from POV-R
ay's,

y, but
> without noticeable improvement.

You know you can control the amount of jitter in POV with 
Jitter_Amount=n.n / +Jn.n.  I tried for example '+A0.01 +AM2 +R6 +J10.0
'.

> I had tried +a > 0 first but it doesn't resolve the problems on the top
 of
> the sphere (little white spots). They only disappear with a0.0, which i
s
> something I would have to do in real image. In fact, I had to use +a0.0
 with
> C4D too to get rid of it, so it wasn't so unfair (and shows that C4D an
d
> POV-Ray are extremely close here) ! In any case it didn't try to compar
e
> POV-Ray and C4D here about speed issues, just to see how I could get th
e
> best of both apps.

But you should notice that with +a0.0 POV-Ray supersamples every pixel 
while i am pretty sure C4D does not.

Concerning the origin of the discussion - from my side the result is 
about: It could be useful for speed reasons to specify different aa 
settings for different parts of the scene but specifying them on per 
object basis might often not be that useful after all.  In this scene 
for example you might want to specify +a0.0 for the sphere and its 
reflection - to do this without unnecessary slowdown it would probably 
be easiest to define an aa-map - you could generate it by rendering a 
plain color version and creating a map from it in a paint program.  This 

way you could also restrict the high aa parts even further - to only the 

poles of the sphere.

Christoph

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