5. possible sale to graphics chipset market leader.......
;o)
Adrian Wyer
Fluid Pictures
16-18 Beak Street
London
W1F 9RD
T: +44 (0) 20 7183 2160
www.fluid-pictures.com
----- Original Message -----
From: "Alan Jones" <skyphyr(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 21, 2007 12:53 PM
Subject: Re: quick antialiasing question
1. Implement feature
2. Recommend not to use feature
3. ????
4. Profit!
On Nov 21, 2007 12:37 PM, Halfdan Ingvarsson <hingvars(at)softimage.com>
wrote:
That's great for stills but craps out with motion blur where you have two
or more overlapping objects with different aliasing settings.
Even mental images have recommended against using this feature.
- ½
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Adam Seeley
Sent: 21-Nov-2007 06:53
To: XSI(at)Softimage.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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