RE: quick antialiasing question

Date : Wed, 21 Nov 2007 11:52:53 -0000
To : <XSI(at)Softimage.COM>
From : "Adam Seeley" <Adam.Seeley(at)primefocusworld.com>
Subject : RE: quick antialiasing question
On the a.a. tip.

Did anynoe ever use the ctrl-studio sel aliasing shader?

It's supposed to enable per object anti-aliasing control.

Adam.

 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of kim aldis
> Sent: 21 November 2007 11:11
> To: XSI(at)Softimage.COM
> Subject: RE: quick antialiasing question
> 
> 
> 
> > -----Original Message-----
> > From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On 
> > Behalf Of Chris Marshall
> > Sent: 21 November 2007 09:29
> > To: XSI(at)Softimage.COM
> > Subject: Re: quick antialiasing question
> > 
> > again!) you didn't have to set anti-aliasing, it was just 
> on, and we 
> > never had problems with dodgy edges. I wonder how they did that?
> > There we are, thanks again,
> > Chris
> > 
> > 
> 
> [kim:-] 
> 
> Different anti-aliasing methods. Pretty much all ray tracers 
> use averaged multiple samples to get the quality you need and 
> as far as I'm aware it's the only way. Even the old Softimage 
> renderer used a sampling method - it had fewer settings but 
> that meant it was trading ease against tune-ability, not that 
> it was just easier. When you got buzzing there you simply 
> switched to Bartlet - no adaptive sampling - and watched your 
> render times go through the roof (same issues as we're 
> discussing here). 
> 
> One of the neatest anti-aliasing methods I ever saw was Loren 
> Carpenter's A-buffer rendering algorithm which worked by 
> clipping polygons into fragments at pixel edges using a 
> lookup table to work out how much the fragment contributed to 
> the final pixel colour. Things like transparency dropped out 
> nicely and you could Boolean objects really easily in the 
> renderer. It didn't suffer from the sample-missing-lines 
> thing described earlier, anti-aliased beautifully and was 
> fast as hell. But it doesn't allow for ray tracing. We added 
> ray tracing and it fell through the floor. No kidding, frame 
> times went from 20 minutes up to 20 hours. (The rasterizer 
> isn't a ray tracer, by the way). But that was a fine renderer.
> 
> There's a good discussion of the relative merits of mental 
> ray and Renderman by a chap from ILM that nicely outlines the 
> relative advantages of ray tracers and non-ray tracers in a 
> reasonably sensible way.
> 
> But really, this discussion should be about bringing other 
> renderers to XSI.
> Mental ray is a good solid renderer but like all renderers 
> it's not good at everything. Being able to chose a renderer 
> for the job in hand is the real answer.
> 

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