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Vue F.A.Q (Last Updated: 2025 Jan 24 7:34 pm)



Subject: Hmmm...got a problem here!


MikeJ ( ) posted Thu, 26 October 2000 at 11:22 AM ยท edited Tue, 07 January 2025 at 9:52 AM

file_135965.jpg

Hi all, I was working on this scene and I was wondering if it's possible to get the brick floor to run parallel with the side walls? As you can see, the bricks curve into semi-circular shapes as they recede into the distance. If I could just get them all to be straight like they are in the foreground, I would be happy, but I really don't know how to do it, and I've tried alot of things. The brick material is applied to the ground plane, by the way, if that matters any. I love the brick material, and would love to use it, but every time I have done so, I always end up with this same effect, which really doesn't make any sense to me, because as a default setting, it is no good. I would assume that one would be most likely to find bricks arranged parallel to each other in most circumstances, such as in walls and walkways, which are generally straight and even, but the default Vue setting for the bricks seems to always result in this random sort of placement. I DEMAND continuity and symmetry! ...oops, sorry--I'm OK now, really. ;) Any help would be greatly appreciated! :) Cheers, Mike



karlm ( ) posted Thu, 26 October 2000 at 4:19 PM

Ahh, very interesting. As far as I can tell (and with some testing) this effect actually has nothing to do with the mapping of the brick material. What you are seeing is due to the fact that the bricks have a sharp repetitive pattern (the dark edges). When you have this perspective where the far away part has the pattern looks so small, the resolution of the image is not fine enough to properly represent the high frequency of this pattern (say thanks to Nyquist - okay, don't shoot the messenger). When the resolution (sampling) is not high enough, a new distorted pattern will emerge....this is essentially a form of aliasing. Okay, now on to the more useful stuff. There's no perfect way to fix it, but the following things will help (also in combination) to varying degrees: 1. Render in a better mode (say Ultra). This supersamples and then antialiases based on this information. It will smooth out the image and suppress this circular pattern. (this is probably the most effective option) 2. Adjust the perspective so you don't see the bricks from so far (i.e. the brick pattern is not so small). 3. Render at a higher resolution (probably at least twice) and then use a program like Photoshop or something to resize it back down using a good scheme like bicubic resampling. This probably has no advantage over option #1 (effectively very similar), so I'd probably just render in Ultra. 4. Do something similar to what the eye would do...add a little focal blur. If you watch the render on screen, since the mosaic process essentially increases the resolution by two at each step, you will actually see the circular pattern start closer to you (in the perspective), and then move further away as the number of render passes increases. On an aside, I find this all very fascinating because I'm studying digital signal processing right now. My undergraduate thesis pertains to wavelet signal analysis with application to image compression in conjunction with models of the human visual system. Long winded, but I hope it helps. -Karl


bloodsong ( ) posted Thu, 26 October 2000 at 5:28 PM

umm... build your room so it isn't as big as the world? :) no, really, use a cube for the floor and make it finite, there bud. :) oh, are the bricks on a diagonal because you're using the default camera location? i saved a default file where i have the camera set square to the world, not on an angle, so i'm not used to things being skewed. (makes it MUCH easier to rotate things in view!)


karlm ( ) posted Thu, 26 October 2000 at 5:50 PM

If he wants the scene to essentially look the way it does now (without the distortion), then mapping to a finite cube will not help...he'll still have to scale it to the size of the room floor.


MikeJ ( ) posted Fri, 27 October 2000 at 2:36 AM

file_135966.jpg

Well, it looks as though I finally got it. It was the good ol' Object Space thingie. In this picture, I used a finite cube, and yes I did have to adjust the size of it to get it to fit to where I didn't get any of that circular crap. It's times like this though where I wish I could resize the map itself, becuse now it seems as though I'm pretty much stuck with this size brick, which is 60% of the default map size. Thanks! Cheers, Mike



black-canary ( ) posted Sun, 05 November 2000 at 11:03 PM

file_135967.jpg

dude, you don't have to resize the MAP! Just use the scale function. I, too, was deeply frustrated before finding this This lovely composite image should make it all clear: MaryCanary


karlm ( ) posted Sun, 05 November 2000 at 11:35 PM

While rescaling the map might help/serve the purpose, I think my point was lost. That is, if you want to keep the scale the way it was and have a shallow viewing angle, you will have to resort to the techniques I described above to get rid of the circles.


black-canary ( ) posted Mon, 06 November 2000 at 7:04 AM

oooh, I get it...you already DID scale the material to get it to look right...and using a different scale doesn't work...hm. If karl's ideas don't work for you, can you change the scale of the function instead of the material? Or capture a chunk of the brick material as a map and make it a map-based material instead of a function one? And who puts a brick floor in a poured concrete building anyway? ;) MaryCanary


bloodsong ( ) posted Mon, 06 November 2000 at 5:31 PM

heyas; that brick texture is a map, not a function. (as i recall.)


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