Mip-Map Filtered File Textures

Hi everyone,

On a new project I am working with MRfM. Everything is went fine, but now a problem encountered:

A blinn-material on the floor with a fine file texture is rustling (flickering?) in the distance. In maya-software-renderer this was solved by mip-map-filtering but MRfM ignores the mip-map-settings of the file-node.

Searching the forums I found several threats about a tutorial that is no longer available. I spend a day to try building an easy mib_material with a filter but when I tried to use a "custom texture" that I created under the "Render-Globals-MR-Tab" the rendered aborts without a helpful message. I read all available documentation but did not find those very helpful.

Can anyone give me a hint how to create an easy "blinn"-like material with a planar mapped mipmap-filtered carpet-texture?

As an alternative, is it possible to overwrite the sampling-setting for certain geometries? This was quiet useful to finetune the maya-rendered but MR ignores the settings...

any help aprreciated.

  tom

Try the gaussian filter instead

Hi Gmask,

which gaussian-filter do you mean? As far, as I understood, the gaussian-filter under "renderGlobals|MentalRay|sampling Quality" only filters already calculated samples. MipMap-Filter of textures is precalculated and does not lead to reduced renderperformance.

Consider the following examples:

Texture-Filter OFF:
[image]http://www.pixtur.de/pub/no\_texture\_filter.png[/image]

Texture-Filter MipMap,Gaussian,Quartic:
[image]http://www.pixtur.de/pub/texture\_filter.png[/image]

Texture-Filter MipMap,Gaussian,Quartic but sample-jitter OFF:
[image]http://www.pixtur.de/pub/texture\_filter.png[/image]

It obvious the texture-filtering just does not work. Its slightly compensated by the sample-jittering and the post-render Gaussia-filter. But a sampling-rates below 2
the quality is not good enough. Increasing the sampling-rate would be desatrous, because its only because of 1 face (out of 1.3 million others).

I am sure you already know any of this and I just didnt get it.

tom

I meant the gaussian filter on the 2d texture node not in the render globals.. is this a problem with a texture or with thin geometry?

I'm not sure if this translate to MR but perhaps you need to force the base sampling rate for that surface?