Anti-aliasing Setting?

Zig ZagZig Zag Posts: 96
edited July 2014 in Daz Studio Discussion

In Carrara, there's a anti-aliasing setting that allows to make edges more soft. In the following DAZ Studio render, the edges of the cookware handles are rather jagged. How can I have more anti-aliasing on those edges?

The render settings used in the cookware render are standard ones.

Thanks.

Edit: Shading Rate: 2.0 and Pixel Samples: 4

Cookware.jpg
800 x 600 - 133K
Post edited by Zig Zag on

Comments

  • ruekakaruekaka Posts: 346
    edited December 1969

    I guess you mean the reflections on the glass.

    If yes check your shader rate of the render settings, it's probably to high. Try a value of 0.2 and see if it changes.

  • ben98120000ben98120000 Posts: 469
    edited December 1969

    AFAIK, x and y Pixel Samples in advanced render settings is for anti-aliasing.

  • Zig ZagZig Zag Posts: 96
    edited December 1969

    Here's the same scene with Shading Rate 0.2 and Pixel Samples 64. Doesn't change anything... :-/

    shading-rate-0-2-pixel-samples-64.jpg
    800 x 600 - 146K
  • ruekakaruekaka Posts: 346
    edited December 1969

    How large is the final image? Maybe you can render it in a larger size?

  • Zig ZagZig Zag Posts: 96
    edited December 1969

    It's 800x600. I could render it a higher resolution and down-scale it. But I was thinking that maybe there would be a simple setting like in Carrara. Hereunder for example the scene in Carrara with Anti-Alisaing = none and with Anti-Aliasing = good

    anti-aliasing-good.jpg
    800 x 600 - 148K
    anti-aliasing-none.jpg
    800 x 600 - 169K
  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    You are seeing it on the handles in the DS renders cause they are much lighter in colour then the Carrara renders. Have you rendered them in Carrara to colour match to see if you get the same result?

  • JaderailJaderail Posts: 0
    edited July 2014

    In DAZ Studio it is many settings that effect the Anti-Aliasing in the final 3Delight renders.
    Pixel Samples (X):
    Pixel Samples (Y): these two control how many pixels per Bucket pass gets plotted by default first plot.
    Shading Rate: This controls the edge blend mode and is influenced by calling on Transparency, Bump, Displacement and now Normal maps.
    Pixel Filter Width (X):
    Pixel Filter Width (Y): This is the actual number of pixels Plotted in one LUMP per Bucket Pass of Samples. It may take two cycles to Sample all pixels in a bucket depending on the Settings per render.
    Larger Pixel settings cause Finer more Blended pixels than lower settings. Render size in the output file really does not count as all pixels are plotted the Same by your Graphic Card. If they have good edge blending or not is the difference seen.

    Post edited by Jaderail on
  • ruekakaruekaka Posts: 346
    edited December 1969

    I attached an image that shows the influence of the image size, but also the angle of the object seems to be relevant. Maybe you can try also to save the image in a different format (png instead of jpg).

    I also attached the render settings I used for the images.

    example_renders.png
    614 x 691 - 262K
    example_renders_settings.png
    342 x 754 - 34K
  • Zig ZagZig Zag Posts: 96
    edited December 1969

    Hi all,

    Don't get too caught up on this. I just wanted to know if I was overlooking an obvious setting in DAZ to directly influence the anti-aliasing, like one can do in Carrara. From your posts it seems it is a little bit more involved in DAZ Studio, so I'll spend some more time on what you suggested and also get more knowledgable about the Pixel Render settings.

    Thanks

  • JaderailJaderail Posts: 0
    edited December 1969

    Ah JPG file format is based on loss of quality to do the file compression. And Even set to ZERO compression it still compresses as it is part of the Save method it uses to write the files. Only PNG or Tiff offer real what you see is what you see the second or 5th save of the same file.

  • MistaraMistara Posts: 38,675
    edited December 1969

    i think, where carrara lets you set dpi, DS doesn't. higher dpi ultimately adds more pixels, or so it seems when viewing the render in my old PSE version.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    i think, where carrara lets you set dpi, DS doesn't. higher dpi ultimately adds more pixels, or so it seems when viewing the render in my old PSE version.

    PPI (which is the correct term) sets the number of pixels only if you are setting the size in inches, cm or other physical units. Since in DS the only sizing option is pixels that isn't relevant.

  • MistaraMistara Posts: 38,675
    edited July 2014

    yeah. i think dpi is dots-per-inch, when you actually print a render to paper :)


    so, here the pixel's per inch resolution, when i increase the p-p-i resolution, the pixel dimensions increase.

    dunno if this is gonna help the o.p.

    i use the pixel math in pse to figure out the pixel dimensions i need in DS for a printable render.
    so if i need a 6x9 book cover at 300dpi, i use the ppi box to get the dimensions.

    pixels are square, dots are round?


    i haven't received my first proof copy yet, with a cover rendered in DS. kinda psyched about it.

    resolution3.JPG
    405 x 335 - 34K
    resolution2.JPG
    411 x 341 - 36K
    resolution1.JPG
    409 x 337 - 35K
    Post edited by Mistara on
  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    Pixels are pixels, the elements that make up an image with colour values covering a wide range (16 million possibilities with a 24-bit image); dots are dots of ink and are usually on or off, so your PPI setting will generally be a lot lower than the DPI of the device you are printing to so that multiple dots of ink (or the lack of dots) can be used to build up the range of colours in the image.

  • MistaraMistara Posts: 38,675
    edited July 2014

    so ... my proof copies are come out dull looking? wahhh


    sorry for side tracking this thread.

    Post edited by Mistara on
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