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

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