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View Full Version : Anti aliasing strategy for high contrast fine lines. (Space OdyssseySscene)



starbase1
10-07-2012, 07:58 AM
I'm trying to do an animation of an orbital bomb platform from 2001.

http://www.youtube.com/watch?v=6YUK3x41oE0

I also attach a few large stills, so you can see the detail more clearly.

I'm not really happy with the crawling on the ridges along the ship, which looks like an AA problem to me.
This was done with an AA of 8, in LW10. (I have 11, but have not yet moved over to it)

Now in the past I did some extensive testing using an animation with Saturn's Rings - the nastiest AA target I could find! I came to the conclusion that Mitchell Sharp gave the best results, in terms of smooth movement and preserving detail. (And by some margin too), But I'm wondering if anyone has other recommendations - not least because the fine structure in that case was all curves, and in this case its all straight lines.

I don't understand what the sampling patterns do - fixed, blue noise, and classic.

Short of exploding the AA setting and the render times, can anyone recommend an approach for best results?
(I started looking at the LW 11 settings, but found it very confusing - if anyone can suggest a good starting point I'd be grateful!)

Nick

RebelHill
10-07-2012, 08:11 AM
This should fill you in on all the details... http://www.youtube.com/watch?v=UgNB9tZWUmM In particular reference to your problem, notice during the section between (about) 4-8 mins, where Im talking about the different edge looks along the characters silhouette... the "steppier" would crawl, the smoother wouldnt.

starbase1
10-07-2012, 09:05 AM
Thanks RH, I just watched it right through once, I think I might need another pass though, to anti alias my brain.
At least in key areas!

:rock::rock:

ecsegar
10-09-2012, 02:49 PM
This should fill you in on all the details... http://www.youtube.com/watch?v=UgNB9tZWUmM In particular reference to your problem, notice during the section between (about) 4-8 mins, where Im talking about the different edge looks along the characters silhouette... the "steppier" would crawl, the smoother wouldnt.

Thank you very much Rebel Hill!
That video was so helpful to me, really cleared it up.
I was giving up on nodes, but maybe you can actually help me there too!