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no i am not seeing sharpness or aliasing.
offcourse you are. Either that or your blind.
QUOTE(ROYTERR @ 05/31/09, 08:47 PM) [snapback]308623[/snapback]
i would love to see this hapening. it never worked for me.have you been able to do it?
Yes offcourse. Its not automatic offcourse its after all a tradeof. But use elliptic filters its better (just amke sure you make those map files yourself)
I just tested and i its possuble for certain data to get slightly sharper results with a 0 1 lanczos 4 4 + mipmap (elliptic) than a with a 0 2 none. And it does not flicker at depth. Its true it gets slightly blurier at far depth. but that it should. Tahts what counteracting the flicker and thats what happens in reality.
Do not confuse depth of field blurring with resolution downsampling
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- why is the texture shifting a bit ( in u and v) when using the mimap and other filter? is there a way to avoid this?
ive asked before WHAT IS YOUR INITIAL SAMPLE SETTING? what is you min sample set to. And do you jave jitter on!
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ut when you use a photo texture that has already been "sampeled" or "blured" but the camera (specially photos taken from a distance), and you use mimap filtering then the sampling process or "blur" is hapening twice.
No. Its not a blur, its how optics work. There is a infinite variance between pixels and when a pixel is rendered that infinite variance needs to be averaged over the are you look at it. It does not compound in the way you describe. It sjust you assume this to happen.
The mipmap doesnt do anything to the image if your close enough to the camera so if the width of the texture pixel in relation to your viewport is larger than 1/2 of a pixel then not mipmap texel is taken into account. Ergo its not filtering the image its just interpolating it to get sub pixel color samples.
Your asumption is that a image should represent, a box field ie the image is like this versus a continious signal
CODE
_ _
----+ / \/ \ _ _
| +----+ | / \/ \
| | | \__/ \
+----+ | VS \_/
+----
The continious signal can be sharper or blurrier depending on interpolation kernel used.
the most problematic thing you say is here:
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If you take a TGA texture and assign it to an image plane texture* and render it with lanczos, and using "no filtering" this would give you the most similar result to your original texture if you compare them in PS
Accoring to that thinking the best possible setting is box 0 0 sampling, with no filter on textures. It produces EXACTLY the same as in PS, assuming you embed same profile. Thats true but you wnt move the picture.
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Don't you agree that if one is to use mimap filtering he should sharpen the photo texture a bit in PS befor mimaping it?
Not really. The image is progressively blurred more when you take it further, you have reconstructed the image and added the sharpness back. Now the same kind of integration happens in ad infinitum
so since your image represents something at a set distance, but it will avarege up more the furter away from thet distance it gets. Since your image will not become BETTER than that you cant really take it closer in maya without loosing detail, and moving it further just would do what would happen if your taken the picture form even further. So it all adds up and works perfectly fine. The same continuation happens even in the 3d application.
In any case theirs nothing to slove here. like i said its a tradeof. You just want more blurry images for animation the brain corrects moving things to sharper (yes even a blurry animatin can look sharp IF its in playback). And in any case any production compression will just blur your sharpness out. Whereas for slightly blurred it doesn't add blur because it con solve the gradient as it dont need to eat the bits exactly form there.
Its your choice if you optimize sharpness at all other cost you get tempal and spatical aliasing problems. Its a simple mathematical correlation. You can have either or, not both or you can compromize and have some of both. That is a fact.