RobynsVeil opened this issue on May 07, 2008 · 70 posts
bagginsbill posted Wed, 07 May 2008 at 9:59 AM
I have not used Kerkythea yet - i downloaded it and have much interest to understand it, but I haven't had time.
So - I'm not speaking from direct knowledge, but rather general knowledge.
The problem you're experiencing here is called aliasing. There are very fine lines in the color map and transmap. When you do a render, you're coloring each pixel based on a point in space, rather than the true area that fills that pixel. This is a hit-or-miss proposition as to whether a given pixel hits a hair or misses a hair. Because of the grid-like pattern produced by digital renders, we get inconsistent presentation of these fine lines.
The general term for dealing with this problem is called anti-aliasing. There are several common techniques for anti-aliasing.
One way this can be solved is by "super sampling" the scene, that is instead of doing one sample per pixel you instruct the renderer to subdivide each pixel, render each, then average those together to make the final pixel. Obviously this is expensive. If you subdivide by, for example 3, to make 9 sub-pixels for each pixel, your render time increases 9-fold! This is the "Pixel Samples" setting in Poser render settings. (I think)
Poser also has Min Shading Rate, which is to say that overall the image can have a different super-sampling rate for the shaders, while the 3D raytrace hit-or-miss follows another rate. Quite often, we get good enough results by super-sampling the shader without super-sampling the geometry.
Finally there is Texture Filtering - reducing the resolution of the texture images (color and transmap) before they go to the renderer. This effectively super-samples the images, but in an intelligent way based on how far you are from the rendered object. For example, your hair might have a 2K by 2K texture map, but on your render it is only covering 200 by 200 pixels. Texture filtering would super-sample 10 by 10 pixels to make one pixel for the render. Thus the small-scale variations would be averaged up front, so that you get less aliasing noise.
I'm pretty certain that Kerkythea at least has pixel super sampling and texture filtering, but I have no idea how/where you set those things. It may also have shader super sampling.
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