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Hello, I have a question about an animation I was attempting with POV-Ray.
In the animation, the pixels are seen to dance from frame to frame. It is
definitely NOT a problem with the video compression, becasue I scan scroll
through the individual bitmaps and see the same thing. I know POV-Ray says
NOT to use jitter or crand if you are doing animations. I was using a bump
normal to create a concrete texture, which I am beginning to think is the
problem - even though the documentation does not describe this as a random
texture. Is this likely to be the problem? Is there a better way to get
rough-looking textures without running into this problem?
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doctor_mark wrote:
> Hello, I have a question about an animation I was attempting with POV-Ray.
> In the animation, the pixels are seen to dance from frame to frame. It is
> definitely NOT a problem with the video compression, becasue I scan scroll
> through the individual bitmaps and see the same thing. I know POV-Ray says
> NOT to use jitter or crand if you are doing animations. I was using a bump
> normal to create a concrete texture, which I am beginning to think is the
> problem - even though the documentation does not describe this as a random
> texture. Is this likely to be the problem? Is there a better way to get
> rough-looking textures without running into this problem?
The problem most likely stems from using a texture where elements in the
texture are smaller then the pixels of the image. As your camera/scene
moves (even slightly) you end up with a different averaging of these
small features, resulting in the "dancing pixels".
I think this problem has been mentioned before in this group - if you
look through past replies you may be able to find a better answer.
However, when I'm faced with this problem I do one (or several) of three
things:
1) Alter my texture to increase the feature size to a point where this
effect goes away
2) Play with the anti-aliasing values
3) Post-edit in my video editing program; usually using a "denoise" or
"median cut" filter.
Bryan
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