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From: Marc-Hendrik Bremer
Subject: Re: Extreme Newbie, pixelization problem
Date: 30 Jul 2002 13:53:38
Message: <3d46d2a2@news.povray.org>
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Hi Mark!
As you mention a torus, it's most likely, that you reached the boundaries of
floating-point-precision. There had been problems with tori reported before
and floating point precision was the answer even with quite reasonable
scales of the inner and outer radius. The closed form of the torus somewhat
"exploded" into a bunch of single points IIRC. As far as I know there is no
easy way to solve the problem (which has nothing to do with anti-aliasing).
Changing the scale of the object might help (make it bigger and move the
camera farther away).
As other mentioned, posting some sample-code and a picture of the problem
will help to look into your problem.
Regards,
Marc-Hendrik
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Okay, I am posting a small pic in the binaries section, it is .png format so
everyone should be able to view it. The image was rendered at 320x240 with
an AA threshold of 0.0 I hope it is enough for you to see my problem and
help out. By the way, don't judge me on the content...I modeled that in
like 5 minutes just so you guys could see the problem. Thanks, Mark
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In article <web.3d4720047fe0707b634c49e20@news.povray.org>,
"Mark21" <nomail@nomail> wrote:
> Okay, I am posting a small pic in the binaries section, it is .png format so
> everyone should be able to view it. The image was rendered at 320x240 with
> an AA threshold of 0.0 I hope it is enough for you to see my problem and
> help out. By the way, don't judge me on the content...I modeled that in
> like 5 minutes just so you guys could see the problem. Thanks, Mark
Looks like that "jagged edge" is just the cone poking through the side
of the torus. Just reduce the radius of that end of the cone or
otherwise adjust the cone so it doesn't go through like that.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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Christopher James Huff wrote:
>In article <web.3d4720047fe0707b634c49e20[at]news.povray.org>,
>
>Looks like that "jagged edge" is just the cone poking through the side
>of the torus. Just reduce the radius of that end of the cone or
>otherwise adjust the cone so it doesn't go through like that.
>
The model shown is just an example, but that is the way it will be in the
real scene. I am talking about the jaggies that are on the edges of the
cone itself. Is this perhaps a problem with how an object protrudes through
another? Thanks for the reply, but I need the cone to poke through.
Thanks,
MArk
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ABX wrote:
>On Tue, 30 Jul 2002 13:10:35 -0400, "TinCanMan" <Tin### [at] hotmail com>
>wrote:
>> Perhaps if you post some sample images in p.b.i, we can better see the
>> problem you are having.
>
>Since he is posting in povray.newusers it can be worth to explain p.b.i means
>povray.binaries.images group designed for posting images.
>
>ABX
>
heheh I figured that one out...Been a news user for quite a while :)
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From: Micha Riser
Subject: Re: Extreme Newbie, pixelization problem
Date: 31 Jul 2002 02:38:49
Message: <3d4785f8@news.povray.org>
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Mark21 wrote:
> Okay, I am posting a small pic in the binaries section, it is .png format
> so everyone should be able to view it. The image was rendered at 320x240
> with an AA threshold of 0.0 I hope it is enough for you to see my problem
> and help out. By the way, don't judge me on the content...I modeled that
> in
> like 5 minutes just so you guys could see the problem. Thanks, Mark
As others already have pointed out you can use AA method 2 with a high
recursion level and a threshold of 0.0. This should work but is really
slow. An alternative is to render the picture 4x bigger with normal AA
settings and scale it down in a graphic program.
You could also try my modified version of POV-Ray which brings some new
AA-methods: http://www.povworld.org/povray/aa.html
It is only POV 3.1 though and there is no windows binary.
- Micha
--
http://objects.povworld.org - the POV-Ray Objects Collection
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Mark21 <nomail@nomail> wrote:
> and I assume that a threshold of 0.0 is the best one can get.
Actually no, but that's another story in itself.
(Well, ok, strictrly speaking it's the best *threshold* one can get, but
it's not the best *antialiasing* one can get.)
> I rendered a couple scenes at this setting and it improved a lot, but I still
> have problems with aliasing.
Could you please tell us whether you are looking at the actual rendered
image, which is saved on disk when you render it, or at the preview image
which Moray shows scaled inside itself (in the fourth subwindow, or however
you have configured it). It would help a lot to know this small detail.
If you are rendering at a resultion of, let's say, 320x240, and the
preview window of Moray is, let's say 400x300 pixels in size, the actual
image is scaled larger and pixelation happens. Do you understand this?
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Micha Riser <mri### [at] gmx net> wrote:
> An alternative is to render the picture 4x bigger with normal AA
> settings and scale it down in a graphic program.
How that's different from using antialiasing method 1 with threshold 0
and four samples per pixel?
(Method 2 will give you a better result anyways.)
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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Okay,
Well I got it figured out. Thanks for the help...the recursive method works
great for this type of model. Now all I need is talent!
Thanks again,
Mark
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Warp wrote:
> Micha Riser <mri### [at] gmx net> wrote:
>> An alternative is to render the picture 4x bigger with normal AA
>> settings and scale it down in a graphic program.
>
> How that's different from using antialiasing method 1 with threshold 0
> and four samples per pixel?
> (Method 2 will give you a better result anyways.)
With method 1 and threshold 0 you have a fixed number of samples per final
pixel. But when you scale it 4x bigger and use a threshold >0 you have a
dynamic number of samples per final pixel with a minimum of 4.
- Micha
--
http://objects.povworld.org - the POV-Ray Objects Collection
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