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#1 2014-05-06 22:05:06

ohsnapitsjoel
Member

Galoot

Still working on this guy, but I've so thoroughly enjoyed learning about how to get around in Guerilla that I just had to go ahead and bring him in and start setting up materials and lights.

I've still got a little modeling and quite a bit of texturing to do.  To get rid of the aliasing around the light tubes, do I just need to turn up the X & Y sample count?

http://1.bp.blogspot.com/-xohvgyhj1oo/U2lAT0NmrwI/AAAAAAAAARQ/r5C8WCueqAI/s1600/galoot_guerilla.png

Last edited by ohsnapitsjoel (2014-05-06 22:07:23)

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#2 2014-05-06 23:12:03

Ben
Guerilla dev, the guy to hug

Re: Galoot

Hey, this is quite impressive!
Nice first try wink

The "bad antialiasing" artefact around very bright objects is caused by very high sample values which can overflow the pixel filter.

Some badly aliasing white spheres on a black plane:
http://guerillarender.com/images/preclamp-disabled.png

NClamping the pixel samples value usually solves this problem very nicely.
In your renderpass properties, tune the Render Settings > Pixel Filter > Clamp Pre Filter settings to something like 0 - 4 (note that a 0 - 0 setting disables the filter clamping.)

Setting the Clamp Pre Filter to 4 improves the aliasing problem:
http://guerillarender.com/images/preclamp-4.png

Lowering the max value prevents the pixels from being too burnt, at the cost of some dynamic in the final image.

Setting the Clamp Pre Filter to 1 gives a nice antialising, but the final pixel can't go above 1:
http://guerillarender.com/images/preclamp-1.png

Note that if you're rendering with depth of field or motion blur, you may experience a decrease in out of focus bright spots intensity.

No clamping:
http://guerillarender.com/images/preclamp-dof-disabled.png

Clamping to 4, some visible loss of energy:
http://guerillarender.com/images/preclamp-dof-4.png

Clamping to 1, even more loss of energy:
http://guerillarender.com/images/preclamp-dof-1.png


Hope that helps, and waiting to see more from that Gorilla smile

Cheers,
Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#3 2014-05-07 00:29:05

ohsnapitsjoel
Member

Re: Galoot

Ah, of course it would be called "Clamp".  smile  It didn't register before that that setting refers to clamping before the pixel filter, but now it makes sense.

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#4 2014-05-07 13:22:25

hulud
Guerilla dev, the guy to hug

Re: Galoot

Wow, I love this little guy smile Very nice model and render. I'm impressed.

Cyril


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#5 2014-05-08 17:42:05

ohsnapitsjoel
Member

Re: Galoot

hulud :

Wow, I love this little guy smile Very nice model and render. I'm impressed.

Cyril

Thanks!  I've still got a ways to go on him.  I also realized there were some errors in that first render, like using the wrong normal map on the hands, and some shading errors because I didn't subdivide meshes enough.

Last edited by ohsnapitsjoel (2014-05-08 17:43:23)

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#6 2014-05-11 23:14:29

Carlosan
New member

Re: Galoot

Great !

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