Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-15 Thread ertuqueque
The antialiasing example was that, just an example of the uses...

I think there's still practical uses for blurring procedurals...

In a couple of projects I've used procedurals to fake reflections...
e.g.

IMAGE http://img405.imageshack.us/img405/3912/embolsa0093.png

VIDEO http://www.box.net/shared/fpsrm5q3sr

In this file I just used a Clouds texture with Cell noise as the Base type,
Add as the Blending mode and Reflection in the Mapping coordinates type. The
problem appeared when I wanted to make this reflections blurry.

Please, don't say that using the Compositor and then blurring the
reflecttions pass is the solution... That's a very annoying work for such a
simple job... And imagine a more complex scene with more materials with
different blur values. You'd have to even work with different layers to
accomplish again such a simple look.

The only practical solution I could find was using a very small cloud map
above the reflection texture with a Warp effect.

The final result is a sort-of-blurred effect but with a grainy look
(obviously)... To reduce the noisy effect you have to play with enabling the
Full OSA on the material and also playing with high sample antialiasing...
But this of course could increase rendertimes enormously in complex scenes.

IMAGE NO-BLUR
http://img688.imageshack.us/img688/7281/proceduralreflect0076.png

IMAGE BLUR
http://img820.imageshack.us/img820/8660/proceduralreflectblur00.png

VIDEO NO-BLUR http://www.box.net/shared/v3do40kkkc

VIDEO BLUR  http://www.box.net/shared/d23ik2fhjo

.blend SCENE http://www.box.net/shared/kykpg0mm55

So again... I really really think there are some real uses for
sampling/blurring procedurals.

About the AO and other soft limits, here are a couple of images also that
show the problem with such a low limit for raytraced AO...

http://img835.imageshack.us/img835/5986/tienda02.png

I'm also aware that with Compositing you can reduce noise with bilateral
blur... But this amount of noise is too much to accomplish acceptable
results, especially in animations... And keep in mind this scene is not even
finished, when all modeling is done, there will be even more objects, gaps,
holes and creases to gather noise.

And if you suggest to use AAO instead... Well, I have to politely say NO
WAY... AAO never gives the amount of realism and detail I need for this
project...

http://img24.imageshack.us/img24/425/tienda03c.png

Well... I hope to have made a better case for some of the feedback.
Greets.
tuqueque.

2011/3/11 Matt Ebb m...@mke3.net

 On Fri, Mar 11, 2011 at 8:18 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com wrote:

  + (Add) - Parameters for Sampling/Blur in Procedural maps:
  Don't see the need for them. If you have problems with moire effects,
  you could always adjust the antialiasing settings for the renderer or
  add focus blur with composite nodes. Then you have sharp lines in the
  front and no moire in the back.


 Those are pretty nasty workarounds and shouldn't be necessary. And
 depending on what you're using such textures for, (eg. spec/bump maps)
 even with blurring it can still cause temporal aliasing - flickering.

 The main problem is that none of blender's textures (other than image
 maps) are properly filtered/antialiased. For some like clouds, blend,
 maybe others, it should be possible to do 'analytically' or via fading
 off higher frequencies etc, for other more complicated ones perhaps
 oversampling the texture itself could be an option (as opposed to
 oversampling the entire shading in the render). Regardless, this is a
 problematic long-standing issue in Blender, that it would be great to
 see an enthusiastic coder work on - perhaps a good project for someone
 new looking to get involved.

 Matt
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Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-11 Thread Tobias Oelgarte
My comments to your sections, as i see it:

+ (Change) - Size parameter name to Tiling:
Could be usefull, since size is inverted anyway. Meaning the texture is 
scaled by 0.5 if size is 2.

+ (Add) - Rotation controls on the Mapping parameters:
Don't think that this would be necessary. You can always map to an 
object/empty. This allows easy control over the rotation scaling and 
translation.

+ (Add) - Parameters for Sampling/Blur in Procedural maps:
Don't see the need for them. If you have problems with moire effects, 
you could always adjust the antialiasing settings for the renderer or 
add focus blur with composite nodes. Then you have sharp lines in the 
front and no moire in the back.

+ (Add) - Soft Limit to some parameters:
Could be useful but don't know about blenders internal limitations in 
this cases. But so far i had never an issue with this settings. It are 
usually much lower for good results.

Am 11.03.2011 04:35, schrieb ertuqueque:
 (I just suscribed to the mailing list so moderators don't need to review my
 previous message).

 Hi, to keep it short, I've condensed several mapping and soft limits
 suggestions and changes in the document below...

 http://www.tuqueque.org/documents/Suggestions.pdf

 I use Blender a lot for production work and this simple changes I propose,
 would be incredibly helpful not only for me but all Blender users I think

 I'd like to have some feedback from devs.
 Greets.
 Robin tuqueque MarĂ­n.
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Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-11 Thread Matt Ebb
On Fri, Mar 11, 2011 at 8:18 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:

 + (Add) - Parameters for Sampling/Blur in Procedural maps:
 Don't see the need for them. If you have problems with moire effects,
 you could always adjust the antialiasing settings for the renderer or
 add focus blur with composite nodes. Then you have sharp lines in the
 front and no moire in the back.


Those are pretty nasty workarounds and shouldn't be necessary. And
depending on what you're using such textures for, (eg. spec/bump maps)
even with blurring it can still cause temporal aliasing - flickering.

The main problem is that none of blender's textures (other than image
maps) are properly filtered/antialiased. For some like clouds, blend,
maybe others, it should be possible to do 'analytically' or via fading
off higher frequencies etc, for other more complicated ones perhaps
oversampling the texture itself could be an option (as opposed to
oversampling the entire shading in the render). Regardless, this is a
problematic long-standing issue in Blender, that it would be great to
see an enthusiastic coder work on - perhaps a good project for someone
new looking to get involved.

Matt
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