Melen opened this issue on Jun 22, 2005 ยท 11 posts
Melen posted Wed, 22 June 2005 at 4:01 PM
Ok, if I turn on texture filtering hair looks great, but it takes more time and memory and will normally push me into the dreaded "out of memory" type error. If I turn it off I can end up with blotchy hair that looks horrible. Is there any other tricks to this, besides using texture filtering, to get hair looking good? Koz hair is like this, if I remember correctly. Thanks.
JohnRickardJR posted Wed, 22 June 2005 at 4:14 PM
If you are in Poser 6, render the entire picture without texure filtering, then turn texture filtering on and use the spot render to render just the hair. Composite the two (or more) pictures in a paint package such as PhotoShop or PaintShopPro to combine the two
Melen posted Wed, 22 June 2005 at 4:44 PM
Thanks. That would work, but I seem to remember something that you could do I think in the Material room to solve this problem also. But for the life of me I can't find it.
diolma posted Wed, 22 June 2005 at 4:50 PM
Also, (especially for some of Koz's hair) adding a small amount (try 0.010) of displacement to the material can sometimes cure it. Koz's site explains this better than I can (can't remember the exact link, but Google for "digital babes" and it will turn up near the top of the list..) Cheers, Diolma
richardson posted Wed, 22 June 2005 at 5:19 PM
Displacement of 0.0001 on figure hair. Prop hair is the problem. Scaling the whole scene might help to where Poser can actually read a strand of hair. Seems I've done this in the past. BTW displacement helps on >some< prop hair.
JohnRickardJR posted Wed, 22 June 2005 at 5:20 PM
The Normal Forwards tickbox in SR1 might fix the same problems - the displacment trick is meant to fix problems caused by faces that are too close together but facing in opposite directions and so is Normal Forwards
JohnRickardJR posted Wed, 22 June 2005 at 5:29 PM
If the smoother look is what you are after, then try decreasing the Min Shading Rate (figures below 1 produce the highest quality), or increasing the pixel samples (has a similar effect to texture filtering, but appears to have less resourse impact and more speed impact))
JohnRickardJR posted Wed, 22 June 2005 at 5:37 PM
To give a quick example, the first picture here is rendered with the default settings, the middle with a lower min shading rate (about .6), the third (right hand) with texture filtering but min shade rate same as the first. The blocky texture has been improved by the min shading rate at less cost in memory. Lower shading rates get bigger improvements. Personally, I prefer the middle image - the final one is too smooth for me.
Melen posted Wed, 22 June 2005 at 5:37 PM
randym77 posted Wed, 22 June 2005 at 7:36 PM
Definitely use a lower minimum shading rate, not texture filtering. Texture filtering just makes everything blurrier.
You can set a different shading rate for each object in the scene, so only set it low for things that need it (usually "busy" textures like hair). Remember to set it in your render settings as well as in the object's properties.
mathman posted Wed, 22 June 2005 at 9:45 PM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1806705
Melen, The attached discussion may give you some mileage. regards, Andrew