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Author Topic: how to render smooth?  (Read 11869 times)
Description: issues getting smooth shapes
0 Members and 1 Guest are viewing this topic.
3x3
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Posts: 4


« on: February 02, 2011, 10:39:51 PM »

Hi Jesse,

I am pretty new to mandelbulb but it is a fantastic new toy and a exploration in a new world.
So thanks to giving us this fantastic experience.

So i got a beginner question cos i don't get the results i want.
So my question is how do you get smooth edges of your shapes without
using the DOF option in preprocessing.I know you can recalculate a
section but still haven't found what i am looking for.
So i hope you or some experience user can solve this question,
cos its fustrating seeing beautiful places you can't get smooth with rendering.
What is the relation for example when you zoom deep in and the iteration you have to use
to get smooth edges.
I see a lot of renders posted on deviantart having the same problem.
So maybe people here can suggest calculation and iteration setting.
I always render high so that can't be the problem.
I know people will say it depends on the formula wel lets focus on
A neg Abox rotated
I hope someone can solve this and make it sense how to get clean and smooth images
without artifacts.I know Dof can particulary solve it but personally i think this
ruins the quality of the details.Of course this is only my opinion.
So maybe it could be a help that the more experienced user
explain how they work concerning rendering


Joe afro
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Sockratease
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« Reply #1 on: February 02, 2011, 11:02:38 PM »

Have you tried lowering the raystep multiplier?

Drop it to 0.1, or even 0.01, 0.001, etc.

The lower it goes, the less artifacts - but the longer the render times can be!
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3x3
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Posts: 4


« Reply #2 on: February 03, 2011, 06:04:17 AM »

yes playing with it for days
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lenord
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« Reply #3 on: February 03, 2011, 06:55:22 AM »

Low Raystep, higher max iterations will smooth surfaces ane aleviate most artifacts, for Noise use the  Normals on DE and/or First step Random...works for me anyway. Edges being "Stepped" (jagged) is an Antialiasing function, solution=Render very large and save at 1:2 for 2xAA or 1:3 for 3xAA or as I do save at 1:1 and do Antialiasing in Postwork.
« Last Edit: February 03, 2011, 06:57:06 AM by lenord » Logged
bib
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« Reply #4 on: February 03, 2011, 07:56:58 AM »

 I already tried to answer on dA. Please post an image so we can see what you get and you can explain what you expect.
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Jesse
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« Reply #5 on: February 03, 2011, 02:51:29 PM »

Everything already said, just can add that if you decreased the 'Raystep multiplier' to 0.1 and there are still noisy surfaces, you can decrease the 'Stepwidth limiter' in the new version 1.6.9 also down to 0.1 or below to get rid of it.
If this still does not help, the noise may come from faulty normals calculation or something else, then you should post parameters.
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3x3
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« Reply #6 on: February 03, 2011, 03:47:50 PM »

txs for support all  afro
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