|
|
DJ Wiza nous apporta ses lumieres en ce 05/04/2006 04:33:
> Originally, I had created what I called "naked primitives" by using
> cylinder elements in blobs to create sort of a wire frame of a cube,
> pyramid, and a sphere, with some radiosity for effect. The blobbing
> created a bit more mass at the vertices, which was the effect I was
> going for. Then, I noticed that the sphere didn't much resemble a
> sphere, but rather this odd shape that looked kind of cool.
>
> Then I decided to take the sphere-like shape on its own, make an array
> of them, make every other one reflective, put it over a checkered plane,
> and add some focal blur. And this is the result.
>
> I don't like it though...the focal blur isn't quite right. The settings
> I used were 200 samples, confidence 0.99, variance 1/100000, aperture 4,
> with the focal point in the very center of the sphere. The problem is
> that the focal blur still looks grainy, and there are couple black
> pixels. I'm assuming the black pixels are from the max_trace_level
> being reached. I'm using the default.
>
> What also gets me is some of the edges in the checker pattern are abrupt
> in the focal blur. What would cause that?
>
> ------------------------------------------------------------------------
>
You may try with a lower aperture value, like in the 1~2 range. Smaler aperture should
make the
grainyness less apparent, or you can increase the sample number, along with the render
time.
You probably need to increase Max_trace_level, and maybe use a larger adc_bailout.
For the black leaking on the white, you may try using Gray05, Gray10 or Gray15 for the
dark squares.
Don't know if it will help.
--
Alain
-------------------------------------------------
Coming soon: Windows for Nintendo!
Post a reply to this message
|
|