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Gilles Tran wrote:
> Further to the reflection blur thread in p.general and as an answer to a
> question by Christoph Hormann, here's a demo of per object antialiasing in
> Cinema 4D.
>
> The scene is built with primitives (see the POV-Ray version at the end of
> this message) and uses a hard omni light, transparency and reflection. so I
> guess it's mostly raytracing (no scanline).
> The figure attached to the name is the render time in seconds.
>
> [...]
It seems about how i would expect it.
> Now with antialiasing, but a very bad one (I lowered the settings almost at
> their minimum) : http://www.oyonale.com/temp/po_bad_6s.png
> It's almost as bad as the non antialiased one, but notice an interesting
> thing: when the shapes are seen directly (hit by the first ray), they are
> already very well antialiased (see the sphere outline vs its reflection, and
> the checker on the plane vs when it's seen through the yellow disc). I don't
> know (yet) what causes this, as it seems a default feature.
To me this seems like C4D is using a non-raytracing technique for
antialiasing here. This would explain why it only works on the directly
visible surfaces.
> Here's the equivalent POV-Ray scene for those interested. I used rather
> extreme aa settings (+A0.0 +F +AM2 +R4 +J) so the render times are extreme
> too. Certainly it could be done faster (+A0.0 +AM1 +R9 or +A0.0 +AM2 +R3) .
> http://www.oyonale.com/temp/po_pov_700s.png
But using +a0.0 is completely unfair towards POV, you turn of the
adaptive antialiasing this way - of course the render is incredibly
slow. Using +a0.1 instead renders ways faster (about 20x!) and looks
better than your 16 seconds sample i think.
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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