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Ib Rasmussen <ib### [at] ibras dk> wrote in news:3DA### [at] ibras dk
> AA. My
> setting are aa0.01 +r6.
try rendering simple checker plane scene, with camera observing the
horizont and with small checker scale. It is example of almost impossible
to get rid of alias.
In this case You can use:
threshold 0.00001 method 2 depth 5..7
or typical AA, but render scene at x5 higher resolution and then down-
sample, but it would in fact be same as threshold 0.00001
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Xns### [at] 204 213 191 226...
> or typical AA, but render scene at x5 higher resolution and then down-
> sample, but it would in fact be same as threshold 0.00001
I usually blow image at twice resolution and shrink it back both with
interpolation
Marc
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> If I recollect right, these are real buildings? If it is so, the ignore this
> remark, but otherwise I would like to note that the window above the left
> door seems to be placed higher than the other windows which looks odd to me.
They are real buildings (if I had designed them myself, there would be
much more standardization, and not eg 26 different windows), so if you
are unhappy with the design, you have to take it up with the architect.
As the building is from 1904, he may be difficult to reach... :)
Photo attached to prove that it really looks like that.
/Ib
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Attachments:
Download 'dscn7826.jpg' (25 KB)
Preview of image 'dscn7826.jpg'
![dscn7826.jpg](/povray.binaries.images/attachment/%3C3DA1A7CC.1090809%40ibras.dk%3E/dscn7826.jpg?preview=1)
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>>nice :) I suggest to use not-so-contrast texutre, as it produce strong
>>morey (mini-waves on wall on right side of picture)
>>
>
> Not on my screen it doesn't.
So I just have to get Rafal to get a screen like yours, and the problem
is solved :)
> beautifully done.
Thank you.
/Ib
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Rafal 'Raf256' Maj wrote:
> threshold 0.00001 method 2 depth 5..7
> or typical AA, but render scene at x5 higher resolution and then down-
> sample, but it would in fact be same as threshold 0.00001
I don't think the threshold has much influence, it is method 2 depth 5
that is equal to rendering at 5x and reducing. If I understand it right,
threshold only determines whether two neighbouring pixels are different
enough to need antialiasing. Antialiasing pixels that are almost
identical can't do much difference in the image IMNSHO.
/Ib
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Ib Rasmussen <ib### [at] ibras dk> wrote in news:3DA### [at] ibras dk
>>>nice :) I suggest to use not-so-contrast texutre, as it produce strong
>>>morey (mini-waves on wall on right side of picture)
>> Not on my screen it doesn't.
> So I just have to get Rafal to get a screen like yours, and the problem
> is solved :)
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Attachments:
Download 'waves.png' (28 KB)
Preview of image 'waves.png'
![waves.png](/povray.binaries.images/attachment/%3CXns92A0B3784F179raf256com%40204.213.191.226%3E/waves.png?preview=1)
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Rafal 'Raf256' Maj wrote:
Thank you for your effort, but I am perfectly aware what you mean, it is
just that I don't intend to do anything about it, until the final
renderings of the comleted scene. I still need to model streets and
sidewalks, put in a dozen trees, maybe a couple of cars, some
pedestrians - I'll get back to you in a couple of years :)
/Ib
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> Another background building for my church model.
>
Very impressive.
The only thing to complain a little: the windows do look
so, hum, dead? Maybe some image maps or only some
colored blocks behind some of the windows (not too much
and not too visible) just enough to create the impression
of life behind the walls?
Just a thought
-Ive
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On Mon, 07 Oct 2002 17:49:40 +0200, Ib Rasmussen <ib### [at] ibras dk> wrote:
> I'll get back to you in a couple of years :)
With our patience builded with POV renderings we can wait :-)
ABX
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> Very impressive.
Thanks.
> The only thing to complain a little: the windows do look
> so, hum, dead? Maybe some image maps or only some
> colored blocks behind some of the windows (not too much
> and not too visible) just enough to create the impression
> of life behind the walls?
In the final scene the windows will be reflective glass, so you can see
a nice mirror image of opposite building, but without anything to
reflect, my glass texture doesn't look good, so I have temporarily
replaced it with black.
/Ib
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