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Comments
Here are the settings.
The lighting and enviro sphere are from the tutorial by KickAir8P on ShareCG.
6 distance lights =
1 sunlight set to deep shadow map.
5 fill lights set to illuminate by diffuse only.
Four renders done with box and sinc using non-progressive rendering (REYES).
Crop 1920x1080 from 3840x2160.
To me it looks more like a difference in color depth. The blur isn't so much blur as just a smoother gradation from color to color. At least that is what these old eyes are seeing.
Hi jestmart, thanks for the feedback.
Blur is probably not the best descriptive. I also noticed the blues and clouds looked a little different in sinc vs box.
What I am focusing on the sharpness of detail in the reflections.
I believe the progressive render switching the pixel filter from sinc to box is a software bug. From what I can see the box pixel filter will produce a qualitative difference in rendering versus Sinc filters. Even the 3Delight manual recommends catmull and sinc over box because your render will not be as sharp.
Age of Armour's discussing of rendering filters illustrates it better than I have.
See my post in the middle of page 2 of this topic and near the bottom of this link:
http://www.ageofarmour.com/3d/tutorials/AoA_metalized_glass_shader_help.html
(look for the picture below in his user guide)
One thing that has helped is that since I did those renders, I have increased render dimensions to 7680x4320 (16:9) or 7680x4800 (8:5) and that has helped produce sharper renders, even when resized to 1920x1080/1200 compared to 1920x1080 dimension rendering.