Fjord

Started by mhaze, June 01, 2014, 03:32:42 PM

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zaxxon

This is a very fine image, and a very insightful discussion. It's always appreciated when the Chief Architect weighs in to clarify and correct some prevalent concepts of TG's renderer. That the level of detail can be set above .8 to enhance high frequency areas is most useful, as the consensus is usually .8 is more than adequate (in "most instances" to be fairly stated). That Matt advises settings above 1.0 and high settings for AA in certain renderings, and casts a dubious eye on over-size/down-sample technique is very interesting. The "clipped pixel" "hue shifting" consequences of 'down-sampling' are new concepts to me and I'm looking forward to the comparison image you're rendering now. Great job Mick!

mhaze

The high res image hit the water and stopped dead! so I'm going to do a series of tests on a cropped area of the background. I'll start on that tomorrow.

Tangled-Universe

Hi Matt,

Thanks for your elaborate response. It's interesting matter.

I wasn't claiming TG does prioritize things, but that it looks like that it does.
It seems that it is dependent on some settings of which I was aware, but didn't know I had to crank them up that high to solve this particular problem.
So thanks for sharing this with us.

Honestly I don't think rendering 1800px twice the detail and twice AA is what one is willing to do if 3600px at the normal settings is faster.
So that was why I was refering to the old TG0.9x trick.
But you're right, to proof this you would need to perform that test.

At the moment I'm trying to create nice procedural granite textures with a very low coverage brighter grain. It's way too bright to my taste, despite using superdark colours. I'll give your principles a bunch of tries and see how it works!