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Graphics > RenderMan interface > Re: Shading and...
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Re: Shading and sampling

by haggi krey <haggi@[EMAIL PROTECTED] > Apr 22, 2008 at 11:50 PM

Hi Moritz,

thanks a lot for this detailed explanation. That was really hepful.
I wasnt aware that reyes renderer are so different in their sampling 
approaches.

> Try setting shading rate to 10 in AIR, then run the same RIB through
> 3Delight, Aqsis or PRMan.
> AIR's image will look like you ran a mosaic filter on it in Photoshop.

Not exactly. Its the same effect like in 3delight. The textures are 
blurry (AIR blurryness looks better than 3dlight blurryness ;) ), 
silhuette is not affected at all by the shading rate even by extrem 
insane values.

> The images created by the other renderers will still look reasonably
> good (definitely for lighting previews), only the shading will be
> blurrier. Silhoutte quality will definitely be very good still since a
> shading rate of 10 results in a u-poly edge length of only a little
> more than 3 pixels average, in a REYES renderer.
> 

Shouldnt I see geometry artefacts if I increase the shading rate to, 
lets say 100? I couldnt see any geometry edges, AIR or 3delight.

> 
> Foremost probably because AIR doesn't work that way. If you lower
> shading rate in AIR, it creates the same number of polygons but
> samples them denser.

That would mean shading rate in AIR is a multiplicator for pixel samples?

Thanks again

haggi
 




 4 Posts in Topic:
Shading and sampling
haggi krey <haggi@[EMA  2008-04-19 00:52:57 
Re: Shading and sampling
Moritz <virtualritz@[E  2008-04-21 05:02:27 
Re: Shading and sampling
haggi krey <haggi@[EMA  2008-04-22 23:50:43 
Re: Shading and sampling
Moritz <virtualritz@[E  2008-04-25 07:00:29 

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tan12V112 Sat Nov 22 12:26:41 CST 2008.