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Changing textures per render session

 
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DrStrik9



Joined: 28 May 2009
Posts: 8
Location: Oregon, USA

PostPosted: Sat Jun 05, 2010 10:43 pm    Post subject: Changing textures per render session Reply with quote

I set up a multi-layered "space texture" on the inside of a ball. I rendered some frames using FPrime Render. I had to stop to do some other work, and when I came back to continue the render, all the new frames look different. :-( The space texture looks "basically" the same overall, but all the little stars are in different places.

Is there some kind of random factor in the IFW2 textures that is causing the textures to look different for each render session?

What is the workaround for getting IFW2 textures to look 100% identical from one render session to the next?

Thanks!
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shadersrjj
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Joined: 27 Oct 2007
Posts: 76

PostPosted: Sun Jun 06, 2010 7:15 am    Post subject: Reply with quote

It sounds like the textures are aliasing. This is due the texture having features at a high frequency. In this case these may be the stars. The only real solution in normally more filtering (i.e. anti-aliasing).

Alternatively, (as more filtering reduces the detail) try changing some of the textures to reduce some of the detail. This can be increasing the texture size or reducing the number of octaves, or even using a different approach (e.g. clipped Ceullar makes good stars that are more controllable).


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DrStrik9



Joined: 28 May 2009
Posts: 8
Location: Oregon, USA

PostPosted: Mon Jun 07, 2010 7:53 pm    Post subject: Reply with quote

No I'm using a very high AA, and it's exactly what I want visually. (LOVE that StarField texture! - it allows me to use FPrime Render.) I think it's the same noise issue as my other query on loops. Each time the scene is opened, or rendered, the texture noise reseeds itself, so the texture implementation, although "similar" is not the same. I solved this by baking the texture, or alternatively by rendering in one go.

Thanks again.
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