Clamping Pz range in mantra. Pz pass and pixel filter - Rendering. 3d texture projection question - Page 2 - Shaders - od. Bah!
I still can't get at the files, so I rewrote it (with a little more attention to the projection and overall filtering). The only problem with this method is that if you just use the projector light as the IFD-bound object to transform to, then it won't work with mapped shadows. This is because the only light object included in the IFD snippet which generates the shadow map will be the light for which the shadow is being generated (and only that one). So, the way around this, is to create a null, parented to each projector light, which is set to output as a transform to the IFD (a "space"), then use that as a reference instead of the actual light object. Also, there seems to be a possible bug (needs further testing to make sure), with the ptransform() function. Which Pixel filter to use? - Rendering. Rendering in mantra without filtering? 'pryer', on 29 Jul 2011 - 7:33 PM, said: Hi!
How do I get rid of my texture filtering when rendering? Quantization Filters. Quantization is critical to the final look of your rendered images.
It is the last step in the rendering process where Mantra takes the full 32 bit floating point values and crushes them down to your final image's bit depth. The various options allow you to control the quality of the output image in the same way that blur or sharpen filters do in Photoshop or in a compositing package. Therefore quantization is an imporant tool that can be used to control the final image character.
Once you realize that each and every image you render is being quantized and that you actually have choices to make, you will be in a better position to control final look of your images. How you quantize your image has drastic effects on the look and color space down the road and blindly defaulting to Gaussian 2x2 or Catmul-Clark 2x2 limits your options. How do I get a z depth pass? - Rendering.