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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Where do I find "texture_max_sharpen"?

17 REPLIES 17
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Message 1 of 18
mcw0
1848 Views, 17 Replies

Where do I find "texture_max_sharpen"?

There's a comment and a link about "texture_max_sharpen". But the link requires a login.

https://support.solidangle.com/display/AFMUG/Sample+Filtering

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17 REPLIES 17
Message 2 of 18
Stephen.Blair
in reply to: mcw0

That's an old page. Are you using MtoA 1.4.x ?

texture_max_sharpen is already set to 1.5 be default, unless you're using some really old version of Arnold.

That parameter isn't exposed in the user interface.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 18
mcw0
in reply to: Stephen.Blair

We are using whichever version ships with Maya 2017. I googled about soft/blurry textures and got to that page. Is there a current solution to soft/blurry textures?

Message 4 of 18
Stephen.Blair
in reply to: mcw0

Maya 2017 shipped with MtoA 1.3.0.0

If that's what you're using, you should update MtoA. Latest version is available on solidangle.com/arnold/downloads.



// Stephen Blair
// Arnold Renderer Support
Message 5 of 18
Stephen.Blair
in reply to: mcw0

For blurry textures, try increasing texture_max_sharpen to 9999 (something huge) and texture_conservative_lookups to false

To set those, you have to enter the text into the User Options text box (Render Settings > Diagnostics)

Update

If the blurry texture is coming just from specular, then setting texture_specular_blur to 0 could also help.



// Stephen Blair
// Arnold Renderer Support
Message 6 of 18
mcw0
in reply to: Stephen.Blair

Cool Stephen, thank you

Message 7 of 18
mcw0
in reply to: Stephen.Blair

oh, do I separate those by a semicolon? Or does the field take multiple entries?

Message 8 of 18
mcw0
in reply to: Stephen.Blair

is the syntax as follows:

options.texture_max_sharpen = 9999;

options.texture_conservative_lookups = false:

Message 9 of 18
Stephen.Blair
in reply to: mcw0

https://support.solidangle.com/x/nAtkAg

texture_max_sharpen 999 texture_conservative_lookups false


// Stephen Blair
// Arnold Renderer Support
Message 10 of 18
mcw0
in reply to: Stephen.Blair

thank you Stephen

Message 11 of 18
thiago.ize
in reply to: mcw0

If you can confirm setting texture_max_sharpen to 999 solves the problem, you should lower that back down as much as possible (probably you'll be fine with just 2 or 2.5) so that performance will not be overly affected when you have lots of textures.

Message 12 of 18
Anonymous
in reply to: thiago.ize

In maya2018.sp3 using Arnold 3.0.0.2
For user option texture_max_sharpen

Ive tried it in a geom shape node

or a texture file node and I keep getting this error
ass] line 1: AGN01:GEOM:head_GEOShapeDeformed.texture_max_sharpen: unknown 'texture_max_sharpen' parameter //

The only place I seem to be able to put it wihtout getting the error message is in rendersettings->Diagnostics->UserOptions
texture_max_sharpen 8

Which is not ideal because I was hoping to apply this option to specific texture maps.

I did test render with 1.5 and 8 with no difference.

Message 13 of 18
Stephen.Blair
in reply to: thiago.ize

texture_max_sharpen is a global setting. You can't set it on a shape.

For individual textures, you can use the mipmap bias



// Stephen Blair
// Arnold Renderer Support
Message 14 of 18
Stephen.Blair
in reply to: Anonymous

texture_max_sharpen is a global setting. You can't set it on a shape.

For individual textures, you can use the mipmap bias



// Stephen Blair
// Arnold Renderer Support
Message 15 of 18
Anonymous
in reply to: mcw0

Ive tried using the texture_max_sharpen option as suggested in the rendersetting with no effect

Message 16 of 18
Stephen.Blair
in reply to: mcw0

I'm using a debug tx so I can see the diff. You may need to check the MIP-COUNTS in the texture stats (of an Arnold log). Maybe it's already reading from the top MIP level? I

1647-texture-max-sharpen.jpg



// Stephen Blair
// Arnold Renderer Support
Message 17 of 18
Anonymous
in reply to: mcw0

Hi Stephen,

Thanks for your reply Im looking at the renderstats.log and see a line like this

" 26 1 762 11.9 ( 20 0.3) 10.7s 8192x8192x1.f32 /data/vci/stud_modules/vci.fth.texture.agn-tx-pkg/stud_modules/vci.fth.texture.agn-tx-dsp/tx/agn_DSP.1003.tx MIP-COUNT[49,257,215,165,53,14,5,2,1,0,0,0,0,1]",

not sure what the MIP-COUNT numbers mean

thanks

Message 18 of 18
Stephen.Blair
in reply to: Anonymous

The MIP-COUNTs are the number of tile reads for each mip level.

So you have

  • 49 reads from the 8192x8192 mip level
  • 257 from the 4096x4096 mip level
  • 215 from the 2048x2048 mip level
  • 165 from 1024x1024
  • 53 from 512x512
  • and so on...


// Stephen Blair
// Arnold Renderer Support

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