[Bf-committers] Raytracing aliases

Ton Roosendaal bf-committers@blender.org
Fri, 9 Jan 2004 22:17:50 +0100


This file doesn't render the picture you provided. Glass settings have  
changed the past weeks, but while tweaking it some I could reproduce it.
The reason for the rrror is I don't recalculate the texture space while  
raytracing, combined with AA code that needs improvements as well. It  
is only really visible with high bandwidth tile texture and extreme  
small faces though... so more of a quality issue I wanted to tackle  
separate, with a revision of the entire internal AA code.


On Thursday, Jan 8, 2004, at 19:11 Europe/Amsterdam, Arne Schmitz wrote:

> Hi!
> I hope this hasn't been posted before, but I've got some small aliases  
> when
> rendering refractive meshes. Take a look at this screenshot (with
> magnification):
> http://www.mmweg.rwth-aachen.de/~arne.schmitz/download/
> blender-mesh-aliases.png
> You can clearly see the mesh-structure shining through. The blend-file  
> is in
> the same directory:
> http://www.mmweg.rwth-aachen.de/~arne.schmitz/download/test2.blend
> Cheers,
> 	Arne
> --  
> [--- PGP key FD05BED7 --- http://www.root42.de/ ---]
> <mime-attachment>
Ton Roosendaal  Blender Foundation ton@blender.org