timoteo1 opened this issue on Oct 15, 2003 ยท 34 posts
scotttucker3d posted Wed, 15 October 2003 at 4:09 PM
Tim, I've created animatons in Bryce, Infini-D, ElectricImage, and Vue and I am here to tell you that animating procedural textures causes creeps, sparkles, and jitters. Even in Electric Image Universe (which has the high-end AA features Walther mentioned that are in Max, Softimage, Maya and Lightwave) it still takes a lot of tweaking to get rid of high-frequency noise in the shaders. For the reasons Walther mentioned - math is behind the shaders/textures and the math starts to cause mistakes when the noise is less than one pixel or there is too much bump. Getting rid of sparklies is a dark art and not an exact science. Most of the nice Vue ground textures were originally made for stills and they are chock full of high-frequency noise. You have to look in the texture editor and open the functions to look at the noises and how small they are being mapped. The first thing you need to do is take the bump WAY down. The next thing you need to do is look at each internal function and see if you either get rid of some of the underlying noises (if they don't contribute much to the final look of the texture) or set their values higher so the noise they create will end up being large enough to render. Ideally do as both Walther and Phoul said and just globally increase the scale of the whole texture. The final thing you need to do is use the user settings in the advanced render options and turn both object and texture AA on - you'll have to do a lot of test renders but you need to play with the sampling levels until you can see the high-frequency noise going away in still renders. Once this happens start running small test animations and see if the noise is going away. Your final defense against HF noise is to bake the texture map and re-apply it in Vue. Vue pro already has the export feature and you should be able to export the textures as a map and then bring the map back in to serve as your texture. Just make sure the map is large enough so it won't pixellate or only use it on the distant textures (as these are most likely to jitter the most). Creating a clean nature animation is not easy. Using AA like a plow sometimes works if you can afford the enormous render times that entails, it all depends on how much time you have. Staging and testing the animation are the most time consuming parts of creating a clip - camera movements and motion timing and tuning come a close second, but getting the thing to look smooth takes a lot of patience and care no matter what app you are using. Tim - you say you are not a newbie animator - but have you ever tried animating nature scenes? That bump that makes that foreground rock or grass texture seem so realistic will kill you with a jittering mess when you try to animate it. Compromises have to be made in level of detail/bump and even the complexity of the scene itself. Since this scene is going by the viewer at 30 frames per second, they don't have time to notice detail things that would be easily spotted in a carefully studied still. I myself am in the midst of animating a forest with falling leaves in EIU and a jungle scene in VuePro and I am dealing with these issues myself. The biggest trap of all (which I love to do myself) is animating nature scenes. They are complex, full of noisy textures, hard to re-create, and have about a zillion polygons - all things that 3d programs like to choke on. When animating nature you really have to think in baby steps and smaller scenes. Like you - I want Vuepro to work because it is so easy to just load up the vegetation and get a nice looking scene. Half the battle of creating a nice nature scene is really helped along by Vue, but the rest comes from tweaking, testing, and when all else fails baking the textures. I hope this helps. Scott