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?
Last edited by ohsnapitsjoel (2014-05-06 22:07:23)
- Guerilla dev, the guy to hug
Hey, this is quite impressive!
Nice first try
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:
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:
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:
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.
Clamping to 4, some visible loss of energy:
Clamping to 1, even more loss of energy:
Hope that helps, and waiting to see more from that Gorilla
Benjamin 'Ben' Legros
Ah, of course it would be called "Clamp". It didn't register before that that setting refers to clamping before the pixel filter, but now it makes sense.
Wow, I love this little guy Very nice model and render. I'm impressed.
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)