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Hi all!
I am having a hard time trying to figure out how the brick pattern works!
I have a huge scene file which is a represntation of the cnossos minoan
palace
and i would like to set a brick pattern with layered textures and normals
that would look
good with a 400*1500*650 unit cube while the camera is set to
2550,-5800,4000.
My results only give me weird lines and an awfull moire effects.
any help will greatly appreciated
Eric
epo### [at] compuserve com
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Eric Poulet (epo### [at] compuserve com) wrote:
> Hi all!
[...]
> My results only give me weird lines and an awfull moire effects.
This line is the only one I need to find the answer. Scale up your texture,
again and again, the moire effect will disappear when the brick pattern
grows up and shows.
Happy tracing,
B-o-b
--
bob### [at] casimir rezel enst fr -- Linux, POV-Ray, LaTeX
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(epo### [at] compuserve com)
What about this one, Roland? :)
The only reason I point it out is because I'm jealous. If only I could visit
the graphics forum and see the posts of the Pov-Ray gods! Alas, I'm saving
my pennies for a super system.
--
Paul Hinds
gri### [at] swbell net
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I have the same problem, with a reproduction of the Etemenaki (commonly
known as the Tower of Babel) Built to scale, it is a rather large
structure, and I was hoping to keep the bricks to scale, without the
moire patterns. This isn't a real problem for closeups, but scene shots
showing the temple compounds are going to look awfully funky. any way to
work around this without compromising on texture scale?
Roland Mas wrote:
>
> Eric Poulet (epo### [at] compuserve com) wrote:
> > Hi all!
> [...]
> > My results only give me weird lines and an awfull moire effects.
>
> This line is the only one I need to find the answer. Scale up your texture,
> again and again, the moire effect will disappear when the brick pattern
> grows up and shows.
>
> Happy tracing,
> B-o-b
> --
> bob### [at] casimir rezel enst fr -- Linux, POV-Ray, LaTeX
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"Shawn F. Nerenberg" wrote:
>
> I have the same problem, with a reproduction of the Etemenaki (commonly
> known as the Tower of Babel) Built to scale, it is a rather large
> structure, and I was hoping to keep the bricks to scale, without the
> moire patterns. This isn't a real problem for closeups, but scene shots
> showing the temple compounds are going to look awfully funky. any way to
> work around this without compromising on texture scale?
> Roland Mas wrote:
> >
> > Eric Poulet (epo### [at] compuserve com) wrote:
> > > Hi all!
> > [...]
> > > My results only give me weird lines and an awfull moire effects.
> >
> > This line is the only one I need to find the answer. Scale up your texture,
> > again and again, the moire effect will disappear when the brick pattern
> > grows up and shows.
> >
> > Happy tracing,
> > B-o-b
> > --
> > bob### [at] casimir rezel enst fr -- Linux, POV-Ray, LaTeX
Moire patterns are a problem whenever you have regular patterns with
very small features (less than a couple of pixels). One (expensive) way
to fix it is to use Sampling_Method=2. You might also need
Antialias_Depth=4 or more.
Cheers, PoD.
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This I will do, although it might be a while...tiz exam time for me...
Thanks! May my Ziggurate never look like a '60s commune. Babylonians
saying "groovy" is a bit too much. :-)
PoD wrote:
> Moire patterns are a problem whenever you have regular patterns with
> very small features (less than a couple of pixels). One (expensive) way
> to fix it is to use Sampling_Method=2. You might also need
> Antialias_Depth=4 or more.
>
> Cheers, PoD.
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Shawn F. Nerenberg wrote:
>I have the same problem, with a reproduction of the Etemenaki (commonly
>known as the Tower of Babel) Built to scale, it is a rather large
>structure, and I was hoping to keep the bricks to scale, without the
>moire patterns. This isn't a real problem for closeups, but scene shots
>showing the temple compounds are going to look awfully funky. any way to
>work around this without compromising on texture scale?
I created a Lighthouse a while back.... brick pattern for the round tower.
The texture works great when closeup, but at a distance it looked way to
funky...
The solution I came up with was to use some setting in my files for some
options and assign alternate textures for different items.... for instance,
if I'm doing a long shot of the whole 100+ foot tower I'm never going to
get a good brick texture, but a nice granite with the proper colors works
wonders :D
They had a similar problem when creating the 3rd Myst game (Myst 3: Exile)
and where able to setup textures based on distance from the camera (feature
of programming the software they used).... closeup and far away textures
rather than just one.
PHIL
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