Comments: 9
cipriany [2008-04-26 12:50:46 +0000 UTC]
He he my beckground idea
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ragingpixels In reply to CanisLoopus [2008-03-05 18:07:15 +0000 UTC]
also from what i've noticed in the professional world is that sometimes a "crisp" images is usually better than a smooth anti-aliased image, even if the image may look aliased digitally, in print it looks a lot more vivid as anti-aliased images tend to look a bit blurry and can cause strain on the eyes.
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ragingpixels In reply to CanisLoopus [2008-03-06 22:39:50 +0000 UTC]
i know, like who does use a threshold of 10% any more? well unless its a prefinal render, mines is usually set to 0% with min 4x4 and max 8x8. though have you seen max's or maya's render engines AA setup, its not as simple as ours, its got a bunch more widgets and stuff like how our posts effects are in its own separate area, their's are all bunched into one area which makes it sort of hard to find what you are looking for, plus with each different engine, there are different options, such as have you used maxwell or vray or final render for Cinema 4d? if yes, then you know what i mean.
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CanisLoopus In reply to ragingpixels [2008-03-07 10:57:44 +0000 UTC]
I don't really get your point. You say that even with no threshold and 4x4/8x8 settings your images still appear blurry? Can't believe that. Turn off the filters.
I am using 3DS Max, XSI, Houdini and Maya here at work and their AA engines are not much more complex than C4D's, leading to quite similar results. Additional features that come with plugins, like the jittering of FinalRender (which is the only one in this case), only help at saving render time. Take Mental Ray for example: All we got here are the minimum and maximum samples plus image filtering and contrast threshold. The algorithms are exactly the same as in C4D.
It is really about finding the right settings for the individual project. Believe me.
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ragingpixels In reply to CanisLoopus [2008-03-08 00:10:46 +0000 UTC]
too lazy to read but um you wouldnt happen to know how to make a simulated carbon fiber material with procedurals would you? there was a way of doing it with layer but i can't remember how.
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ragingpixels In reply to CanisLoopus [2008-03-05 18:04:40 +0000 UTC]
Chances are he used Vray for either Max or Maya to render this out and usually this is how the renders come out, it looks like it doesnt have AA but its the effect of renderer's engine.
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