It's not so much sharper as narrower. Which means you can push it up a
bit without making the whole thing look mushy. If that makes any sense.
It's a steeper falloff.
Gene Crucean wrote:
Correct me if I'm wrong but I think triangle sharpens.
On 6/1/06, *Helen Bucknall* <helen(at)helenbucknall.com
<mailto:helen(at)helenbucknall.com>> wrote:
Mostly I just use min -1 and max 2. and box filtering 1 or
sometimes I
use triangle 2 for a softer effect.
I output a string of 852 x 480 bmps to my clients and then they
mpeg it
somehow and wack it up on big plasma screens. They never complain.
When
they want stills for print I just render a frame out huge (3000+)but
leave the antialiasing the same.
If it's for telly I do HD res. If it's to be comped with live action I
ask what anti aliasing they want.
Bernard Lebel wrote:
> Samples 20 is a bit low. I generally put 64 as soon as I set up the
> shadow map.
>
> What do you mean with "standard antialiasing"?
>
>
> Bernard
>
>
>
>
> On 5/31/06, Helen Bucknall < helen(at)helenbucknall.com
<mailto:helen(at)helenbucknall.com>> wrote:
>
>> OK. I dragged the spotlight in closer to the scene elements and
it seems
>> to have stopped all the flickering! It wasn't that far away,
but now it
>> is almost close enough to make my character sweaty. I also
scaled down
>> my ground plane a tad.
>>
>> Just using 1024 res and sample 20. And bog standard antialiasing.
>>
>> So very BIG THANKS to all who replied!
>>
>> Joe Laffey wrote:
>>
>> > On Wed, 31 May 2006, Helen Bucknall wrote:
>> >
>> >> Is there a way to get shadow map shadows to stop flickering
even when
>> >> nothing is moving?
>> >>
>> >> This is what I have tried to no avail.
>> >>
>> >> On the spot light (cone angle less than 90):
>> >> Resolution up ( and down).
>> >> Softness up and down.
>> >> Samples up.
>> >>
>> >> None of these make any diference to the flickering.
>> >>
>> >> On the render panel:
>> >> I've played around with the antialiasing and jitter.
>> >> On the shadows page I've clicked off rebuild.
>> >
>> >
>> >
>> > If you view your scene from the light is there an extremely large
>> > depth to the objects? In other words, are the closest object
to the
>> > light and the farthest object from the light extremely far
apart? This
>> > can lead to ZDepth (used for shadowmaps) presision issues in some
>> > renderers.
>> >
>> > This is often the case if you have a huge ground plane.
>> >
>> > You may be able to exclude some objects, to help, or make smaller
>> > versions that catch shadows.
>> >
>> > --
>> > Joe Laffey | Visual Effects for Film and
Video
>> > LAFFEY Computer Imaging |
-------------------------------------
>> > St. Louis, MO | Show Reel
http://LAFFEY.tv/?e01274
>> > USA |
-------------------------------------
>> > . | -*- Digital Fusion Plugins -*-
>> >
>>
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>>
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Gene Crucean
Generalist
www.quietman.net <http://www.quietman.net>
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