Thanks to all those who offered explanations on why I was getting mosaic effects on my renders of a procedural texture when viewed through glass. Vesa has thankfully solved the mystery with the following advice of a workaround for the bug...........
>Many thanks Chris! I already found out that the bug is related to displacement mapping. If you set Max. Displacement of the SDS mesh which forms the >skin of the character to zero, the error disappears. >Will be fixed ASAP. The only thing I have to solve now is the "Duplicating of rigged models" thread. Chris Sellars Morsel Animation ----- Original Message ----- From: "BT-3D" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, November 09, 2005 10:01 AM Subject: AW: Rendering Artifact > Hi Chris, > > > There is also a mention in the Manual under 'Under-sampling' and I > > quote...... > > "Interpolate > > > > Activates interpolation of pixel groups where the threshold is > > not exceeded. > > If the option is inactive, undersampling generates mosaic like > > effects (for > > example, you may try sampling threshold 100 with no interpolation). " > > > > Would this be anything to do with anything ? > > No, I don't think so. Undersampling treshold controls the rays that are shot > for antialiasing. If you set it to 'no interpoation' you will get a > 'pixelized' image (like if you resize an image without interpolation). > > Best > Tim
