Sphinx.
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I'm stuck with trying to get a decent anti-aliased result when using ambient occlusion. No matter how high I set the sample count for Anti-aliasing, the result gets very blurry when the anti-alias process kicks in.
It seems that when you enable ambient occlusion, the sampling system changes for the height input or something. I attached a filter where preset 1 shows the problem with ambient occlusion and preset 2 shows correct anti-aliasing on the height input when ambient occlusion is not enabled. I imagine this is so because of the rather expensive rendering of ambient occlusion, but it could also be a bug, not sure. How can I achieve a good looking surface filter result with ambient occlusion enabled? AO AA.ffxml |
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Posted: May 19, 2010 7:05 am | ||
Dmitry Sapelnikov |
This a feature of Filter Forge's AO algorithm. When you render AO for filter which has a jaggy heightmap, hard bevels etc. you get a blurry result after the anti-aliasing pass. To fix that, increase the number of direct samples (1 or 2 are suitable values for removing the blur) instead of the number of ray directions.
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Posted: May 28, 2010 4:47 am | ||
Sphinx.
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Excellent! This was exactly what I was looking for, thanks
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Posted: May 31, 2010 2:48 am |
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