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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
--
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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