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Best filter settings for UV pass

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Message 1 of 3
Anonymous
1029 Views, 2 Replies

Best filter settings for UV pass

I'm trying to find the sharpest filter settings to hide the seams on a UV pass.

I'm rendering out a UV pass using an aiUtility shader and some colored ramps. I'm using the UV pass to map a seamless tiling texture in comp. I'm noticing that the seams on the texture are visible (just a very thin line) and I suspect it has something to do with the filter settings.

  • Gaussian filter width of 2 shows an obvious seam.
  • Gaussian filter width of 0.3 is better. The seam is only a few pixels wide
  • Box filtering is somewhere between the two.

I read that it's possible to change the global option texture_max_sharpen.

https://support.solidangle.com/display/ARP/4.0.12.0

It mentions a link for details, but I couldn't access it.

https://trac.solidangle.com/arnoldpedia/wiki/texture_max_sharpen

How do I change the texture_max_sharpen? What's the best filter setting to hide seams on a UV pass?

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Message 2 of 3
Stephen.Blair
in reply to: Anonymous

You probably need to extend the edges of the UV tiles. Mari can do it automatically, and you should be able to do something in Nuke.

For texture_max_sharpen, search this site. I answered that question a day or two ago...



// Stephen Blair
// Arnold Renderer Support
Message 3 of 3
c.g.wyatt
in reply to: Anonymous

Hi All,

I too am having this issue with a creature UV set I am writing a UV pass for.

I can get the aiUtility shader working fine to output UV co-ords as colour and set to flat. I have even set up a custom AOV so it all renders out great as part of a .exr.

However I am getting this issue with the seams using the STmap in Nuke. Tried a few settings in the sampling to compare results.

Also the UV pass is distorted and does not display correctly. I suspect this is due to the udim set up on the characters UV map. The auto aiUtility method causes this issue.

However when I simply use a square texture i made in Nuke coloured with ramps to be a 0-1 red/green UV fed into the flat shader it works fine as it maps the texture correctly.

So the short question is how can you use the aiUtility shader for UV pass when you have a multi tile UV layout?

Thanks

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