Re: Rastizer's pixel sample

Date : Thu, 1 Mar 2007 22:58:09 +0100
To : XSI(at)Softimage.COM
From : "guillaume laforge" <guillaume.laforge.3d(at)gmail.com>
Subject : Re: Rastizer's pixel sample
> start with the shading samples around 2 or 3. Then I render out a test.
>I then raise it up to around 6 and do a test.

Rasterizer render is very interesting for objects with lot of sharp geometric details (like long vertical or horizontal lines create by shadows on a building for example).
In this case you must use more samples like Joe said.

In my project, I used a very low sampling because it was only an organic subdivided character with a very simple color and bump map.


On 3/1/07, Joe Laffey <joe(at)laffey.tv> wrote:
>>
>> I'm very new to the rasterizer. Lots of hair to render, so I wanted to
>> get familiar with it. Now I was wondering what pixel samples value
>> people usually do for good old TV output (for now it's only going to a
>> turn-table, no light movement and no character movement).
>>

I start with the shading samples around 2 or 3. Then I render out a test.
I then raise it up to around 6 and do a test. If I see a big difference,
and I prefer the higher level I use it (or in between). But shading
samples take a lot more time to render. So you want this as low as
possible. But if you use detailed shaders, or bumps you will see a big
difference in detail between low and high samples. Rarely do I go over 8
or so for shading samples.


Pixel samples have much less of an effect on render time. I frequently
have these at 10-30. It depends on the fine details of the model. A finely
detailed moel, like a ship with rope rigging, or a tree with leaves can
require fairly high pixel samples. With simpler geometry you could keep
pixel samples pretty low like 5-10.

Note that I am stickler for seeing NO crawlies or jaggies... So my numbers
may be biased on the high side...

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Joe Laffey                |       Visual Effects for Film and Video
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Guillaume Laforge

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