shuy opened this issue on Jul 16, 2011 · 11 posts
shuy posted Sat, 16 July 2011 at 6:12 PM
I spend many time reading all threads and tutorials about nodes. I tried to create some patterns and materials with different results. Unfortunately I always have problem with resolution. Especially native Poser 2D nodes - tiles and bricks - have problem with renders. When I render object from bigger distance motrars disapears or create strange artifacts.
This is my last try, which I like very much when I created it. You can like it or not, it is not important atm, because I obtain almost exacly what I wanted. Everything was great when my camera was close to object surface. From distance material looks terrible. Moreover I'm surprised because aperance depends of resolutions.
On image you can see part of sofa. It is made with 2 props. First prop - back, armrests, bottom of seat, second prop top of seat only (triangulated). UV maps are very similar, because props were made in Wings, duplicating and mirroring objects. I can improve results decreasing Min shadow rate, but it not resolve problem.
hborre posted Sat, 16 July 2011 at 6:52 PM Online Now!
First, I would load your images directly into the forum. The enlargement link for your images are dragging in porn popups.
shuy posted Sat, 16 July 2011 at 7:22 PM
Sorry. I could not upload them to the forum, because of size. I'll try reduce size and upload again, althought I'm affraid that nodes will be not visible. P4 render above.
I checked them as an "family safe" and expected that then site block adult popup. Unfortunately I cannot edit my post and remove them. I use admuncher and sometimes do not know that hosting sites have popups.
shuy posted Sat, 16 July 2011 at 7:26 PM
shuy posted Sat, 16 July 2011 at 7:26 PM
markschum posted Sat, 16 July 2011 at 9:36 PM
when your camera is close you get say 6" x 6" area in a 600 x 600 pixel image (for example) that gives you a nice closeup of your pattern
when you pull the camera back you now have say 12 feet of scene display and still 600 x 600 pixel image. There may simply not be enough pixels to display the pattern. By getting only parts of the pattern you get a mess.
Making the image bigger will help. I started with 640 x 480 images and when I went to 1200 x 700 things got better.
Check for distortions in the uv map as well.
Bagginsbill is the one to answer this one I think.
heddheld posted Sun, 17 July 2011 at 2:53 AM
Looks like you are trying to make a pattern in cloth?? have you looked at Bagginsbill's loom? it can make all sorts of weaves for cloth
shuy posted Sun, 17 July 2011 at 5:13 PM
Quote - when your camera is close you get say 6" x 6" area in a 600 x 600 pixel image (for example) that gives you a nice closeup of your pattern
when you pull the camera back you now have say 12 feet of scene display and still 600 x 600 pixel image. There may simply not be enough pixels to display the pattern. By getting only parts of the pattern you get a mess.
Making the image bigger will help. I started with 640 x 480 images and when I went to 1200 x 700 things got better.
Check for distortions in the uv map as well.
Bagginsbill is the one to answer this one I think.
Quote - Looks like you are trying to make a pattern in cloth?? have you looked at Bagginsbill's loom? it can make all sorts of weaves for cloth
Thanks for you answers.
Yes I tried to make pattern in cloth. I wanted to create my own pattern whichh can be used in most renders, not only in closeups, high res pictures or with final renders. I cannot recommend to use advanced render properties or create hi-res pictures with my props.
I wanted to create some procedural, fabric patterns for my props, not using "native" Poser patterns nor BagginsBill matmatic looms or leather.
Of course I've read most (all) BagginsBill tutorials, but they are not os simple as I thought. I spent more then 12 months trying to check and understand all nodes, but my brain has 30 nodes limit ;)
I think that picture resolution and number of pixels is not major problem. The same pattern looks different on 2 meshes. P4 render or render with lower shading rate looks better, what means that pixels number is not important.
I hoped that BagginsBill or somebody familiar with mathmatic and nodes explain me that I should use "gain" or "bias" node for example and explain what I did wrong.
millighost posted Sun, 17 July 2011 at 6:03 PM
Quote - ...
And surprise - P4 renders is quite good
...
All renders are made in P7 with infinite lights, no shadows
When using a tile node, you normally need to decrease the "Min shading rate" value in the render settings, because the tile node has such high detail, and the renderer might not catch it. If this would be an image texture, you could use texture filtering, but the tile node does not have this. I guess the best approximation for filtering the procedural nodes is using a low shading rate (and antialiasing using pixel samples). You might also try to increase the smoothing of the tile node (when it has nonzero mortar).
I find it interesting that P4 renders good, however, i thought it does not support nodes?
nruddock posted Sun, 17 July 2011 at 6:51 PM
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3378237&ebot_calc_page#message_3378237
What you need is to add procedural anti-aliasing (the pattern you're trying to generate is pretty much moire hell).Unfortunately only BB will be able to tell you how to do it, as he never released the version of Loom with that incorporated (as mentioned in the linked post, and I don't remember there being an update to it since then).
shuy posted Sun, 17 July 2011 at 6:57 PM
Thanks. I never tried Du Dv nodes. It keeps me busy next few days.