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I added a wood image over a big floor mapping a texture. The code of my material
is:
material {
texture {
uv_mapping pigment {
image_map {
tiff "wood.tif"
interpolate 2
}
}
finish {
ambient 1
diffuse 1
}
}
}
Texture repeats over the floor, and the result is ok in near distances, but
jittering appears in texture when distance increases.
I tried changing interpolation value, and using 0 (no interpolation), 2 or 4
always render the same image...
What can be the cause of interpolation failing?
Thanks for your help.
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I think you're confusing texture interpolation with mipmapping. Texture
interpolation, what "interpolate" does, is only visibly if 1
texture-pixel (texel?) fills more than 1 screen-pixel (screxel?).
Mipmapping (not natively supported by POV-Ray) kicks in when the
opposite is true.
It is possible to simulate mipmapping in POV-Ray, but it's not very easy
and doesn't work under all circumstances. It's much easier (but possibly
much slower) to just use higher anti-aliasing settings.
--
ZK
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> I added a wood image over a big floor mapping a texture. The code of my material
> is:
>
> material {
> texture {
> uv_mapping pigment {
> image_map {
> tiff "wood.tif"
> interpolate 2
> }
> }
> finish {
> ambient 1
> diffuse 1
> }
> }
> }
>
> Texture repeats over the floor, and the result is ok in near distances, but
> jittering appears in texture when distance increases.
>
> I tried changing interpolation value, and using 0 (no interpolation), 2 or 4
> always render the same image...
>
> What can be the cause of interpolation failing?
>
> Thanks for your help.
>
>
What you see is caused by the details of your image becoming to small,
sub pixel. In that case, anti-aliasing is often not enough.
You can hide it by using gocal blur. Use a small aperture value, less
than 1% of the camera-focal point distance. As the camera get jittered
around, it will catch and average those very small, sub pixel, details.
Alain
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