Author Topic: Filtering "Pyramidal" vs "None" in opacity channel: performace and quality?  (Read 15082 times)

2013-10-23, 14:39:30
Reply #15

Captain Obvious

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Also, if you want to achieve the same effect in Max, it's actually really simple: Just plug the texture into an Output layer, and remap the Output like the attached image shows.

Isn't this the same as setting filtering to none?
Not quite. The texture will turn all blobby instead, basically. It *can* help a little bit, because there will be less details to resolve in the map.


Quote
That is the problem...  in Max, no matter if you clamp the texture or not, as long as you have filtering enabled, it will still be filtering texture at a distance and blurring it, so it will always result in a lot of small overlapping semi-transparencies. So if you have correct opacity map (white and black is absolute), then you need to disable filtering for opacity maps. If you clamp it the way you did, but keep filtering enabled, then it is not going to help you much....
I find that it does actually help a little, in some cases. Not a very big difference though. It's probably better in most instances to just turn off filtering.

2013-10-23, 16:07:43
Reply #16

Ludvik Koutny

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Clamping using the method you have described will certainly help if you have broken opacity map (black is not completely black and/or white is not completely white)

2013-12-19, 20:10:59
Reply #17

Ondra

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Just tried it. Disabling filtering enhances performance at least 3 times. I will probably make a global checkbox "disable opacity maps filtering" and make it on by default.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-12-19, 22:16:48
Reply #18

Paul Jones

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So as per other render engines - a 1 bit bitmap  so there is just white/black with filtering off?