BlackArmsShadow@Posted: Fri Sep 01, 2006 7:52 pm    Post subject: :
Manc wrote:
along with adding a bit of monochromatic gaussian noise will defnitely help the banding.

?
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Bittoman@Posted: Fri Sep 01, 2006 8:12 pm    Post subject: :
Quote:
Manc wrote:
along with adding a bit of monochromatic gaussian noise will defnitely help the banding.

?


Adding a slight bit of noise will give the image resizing something less "smooth" to determine color within the gradient. It usually helps prevent banding and also helps the eye to not be so quick to notice it. It's sort of a cheap trick.



Regulator@Posted: Wed Aug 30, 2006 8:33 pm    Post subject: Low rez menu background: Menu background texture is so low rez. How could I fix it? I took a look at that texture in Windows and it looks perfect. Any ideas?
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Skutarth@Posted: Wed Aug 30, 2006 8:38 pm    Post subject: : image_downsize 0
image_useprecompressedtextures 0



Regulator@Posted: Wed Aug 30, 2006 8:44 pm    Post subject: :
Skutarth wrote:
image_downsize 0
image_useprecompressedtextures 0
That did nothing. Still low rez.
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Bittoman@Posted: Wed Aug 30, 2006 10:24 pm    Post subject: : By "low res" what are you considering low and what about it looks bad? Banding? Pixelation? All of the above? Also what is the resolution of the image stock?


Regulator@Posted: Thu Aug 31, 2006 1:00 am    Post subject: : Ooops sorry I meant it looks like this:

Its supposed to be clouds, but looks raped after D3 compression.
The image is 1024X768 tga 24bit.
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rich_is_bored@Posted: Thu Aug 31, 2006 4:28 am    Post subject: : That screen you've posted doesn't really doesn't show us anything.

You say that it's a menu screen so I assume it's a GUI of some sort but what kind of graphical element are we looking at? It looks to me like a 3D renderDef.

And if that's the case, you can't get rid of that. That's just the way lighting renders in the game.

Generally, that problem is only noticeable when your dealing with a completely flat solid colored surface...




I'm pretty sure it has to do with a lack of precision in regards to lighting calculations. I'm not sure if it can be fixed without access to the render code.
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Marineofuac@Posted: Thu Aug 31, 2006 4:46 am    Post subject: : sounds like a DDS export problem, when you export did you use the "Generate Mip Maps" option?
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Chapel@Posted: Thu Aug 31, 2006 5:27 am    Post subject: : Hate to get off topic but, what's with the Marine's fists rich_is_bored?
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rich_is_bored@Posted: Thu Aug 31, 2006 6:27 am    Post subject: : http://www.modwiki.net/wiki/R_materialOverride_%28cvar%29
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Regulator@Posted: Thu Aug 31, 2006 6:49 pm    Post subject: : I've applied clouds and blur filters, exported to tga and here it is:
http://img318.imageshack.us/img318/9965/untitledcq0.jpg
looks nasty.
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BlackArmsShadow@Posted: Thu Aug 31, 2006 10:30 pm    Post subject: :
rich_is_bored wrote:
That screen you've posted doesn't really doesn't show us anything.

I think he means that the image appears in say, 8 bit, when actually in 32bit?
Hence the "steppy" color transitions on the above picture.
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Bittoman@Posted: Fri Sep 01, 2006 12:20 am    Post subject: : That's banding and that's most likely being caused by the renderer dropping the image to a lower resolution. No amount of blurring will fix it however you might try adding a tiny amount of noise and see if that helps minimize it. You also may find that avoiding "cloud-like" patterns is really best because they tend to accent the errors of low resoultion or bit images.


Regulator@Posted: Fri Sep 01, 2006 1:33 pm    Post subject: : What a rtrd engine. Mad
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Bittoman@Posted: Fri Sep 01, 2006 1:56 pm    Post subject: : Well ultimately it's less the engine's fault and more a fault of image resolution used. Even at 24 bit banding will be accented with such strong gradients like those in a cloud pattern. The renderer is just making them worse because of it's own internal image manipulation. That's why it's usually a good idea to not use short gradients with maximum contrast.


Regulator@Posted: Fri Sep 01, 2006 2:02 pm    Post subject: : In FC i can make anything I want for example 8:8:8 RGB (24 bit) as a background dds with no mip maps and it looks perfect.
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BlackArmsShadow@Posted: Fri Sep 01, 2006 2:28 pm    Post subject: :
Regulator wrote:
In FC i can make anything I want for example 8:8:8 RGB (24 bit) as a background dds with no mip maps and it looks perfect.

But... that's not Doom 3... Laughing
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Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Regulator@Posted: Fri Sep 01, 2006 4:27 pm    Post subject: :
BlackArmsShadow wrote:
But... that's not Doom 3... Laughing
Thank god. Razz
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zl1corvette@Posted: Fri Sep 01, 2006 4:43 pm    Post subject: :
Quote:
The image is 1024X768 tga 24bit.


D3 is going to resize your image to the nearest power of two, you might want to try doing that externally of d3 and see if the results look any different.



Manc@Posted: Fri Sep 01, 2006 5:41 pm    Post subject: : Dimensions in a power of 2 along with adding a bit of monochromatic gaussian noise will defnitely help the banding.
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Regulator@Posted: Fri Sep 01, 2006 6:12 pm    Post subject: : Nothing helps. Tried 16, 24 bit tga's with 1024X768, 256X256, 512X512, 1024X1024 dimensions and with grayscale on and off.
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Regulator@Posted: Wed Aug 30, 2006 8:33 pm    Post subject: Low rez menu background: Menu background texture is so low rez. How could I fix it? I took a look at that texture in Windows and it looks perfect. Any ideas?
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Skutarth@Posted: Wed Aug 30, 2006 8:38 pm    Post subject: : image_downsize 0
image_useprecompressedtextures 0



Regulator@Posted: Wed Aug 30, 2006 8:44 pm    Post subject: :
Skutarth wrote:
image_downsize 0
image_useprecompressedtextures 0
That did nothing. Still low rez.
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Bittoman@Posted: Wed Aug 30, 2006 10:24 pm    Post subject: : By "low res" what are you considering low and what about it looks bad? Banding? Pixelation? All of the above? Also what is the resolution of the image stock?


Regulator@Posted: Thu Aug 31, 2006 1:00 am    Post subject: : Ooops sorry I meant it looks like this:

Its supposed to be clouds, but looks raped after D3 compression.
The image is 1024X768 tga 24bit.
_________________
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rich_is_bored@Posted: Thu Aug 31, 2006 4:28 am    Post subject: : That screen you've posted doesn't really doesn't show us anything.

You say that it's a menu screen so I assume it's a GUI of some sort but what kind of graphical element are we looking at? It looks to me like a 3D renderDef.

And if that's the case, you can't get rid of that. That's just the way lighting renders in the game.

Generally, that problem is only noticeable when your dealing with a completely flat solid colored surface...




I'm pretty sure it has to do with a lack of precision in regards to lighting calculations. I'm not sure if it can be fixed without access to the render code.
_________________
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Marineofuac@Posted: Thu Aug 31, 2006 4:46 am    Post subject: : sounds like a DDS export problem, when you export did you use the "Generate Mip Maps" option?
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Chapel@Posted: Thu Aug 31, 2006 5:27 am    Post subject: : Hate to get off topic but, what's with the Marine's fists rich_is_bored?
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rich_is_bored@Posted: Thu Aug 31, 2006 6:27 am    Post subject: : http://www.modwiki.net/wiki/R_materialOverride_%28cvar%29
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Regulator@Posted: Thu Aug 31, 2006 6:49 pm    Post subject: : I've applied clouds and blur filters, exported to tga and here it is:
http://img318.imageshack.us/img318/9965/untitledcq0.jpg
looks nasty.
_________________
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BlackArmsShadow@Posted: Thu Aug 31, 2006 10:30 pm    Post subject: :
rich_is_bored wrote:
That screen you've posted doesn't really doesn't show us anything.

I think he means that the image appears in say, 8 bit, when actually in 32bit?
Hence the "steppy" color transitions on the above picture.
_________________

I'm not gonna think this way - Nor will I count on others
Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Bittoman@Posted: Fri Sep 01, 2006 12:20 am    Post subject: : That's banding and that's most likely being caused by the renderer dropping the image to a lower resolution. No amount of blurring will fix it however you might try adding a tiny amount of noise and see if that helps minimize it. You also may find that avoiding "cloud-like" patterns is really best because they tend to accent the errors of low resoultion or bit images.


Regulator@Posted: Fri Sep 01, 2006 1:33 pm    Post subject: : What a rtrd engine. Mad
_________________
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Bittoman@Posted: Fri Sep 01, 2006 1:56 pm    Post subject: : Well ultimately it's less the engine's fault and more a fault of image resolution used. Even at 24 bit banding will be accented with such strong gradients like those in a cloud pattern. The renderer is just making them worse because of it's own internal image manipulation. That's why it's usually a good idea to not use short gradients with maximum contrast.


Regulator@Posted: Fri Sep 01, 2006 2:02 pm    Post subject: : In FC i can make anything I want for example 8:8:8 RGB (24 bit) as a background dds with no mip maps and it looks perfect.
_________________
DOWNLOAD HS MOD



BlackArmsShadow@Posted: Fri Sep 01, 2006 2:28 pm    Post subject: :
Regulator wrote:
In FC i can make anything I want for example 8:8:8 RGB (24 bit) as a background dds with no mip maps and it looks perfect.

But... that's not Doom 3... Laughing
_________________

I'm not gonna think this way - Nor will I count on others
Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Regulator@Posted: Fri Sep 01, 2006 4:27 pm    Post subject: :
BlackArmsShadow wrote:
But... that's not Doom 3... Laughing
Thank god. Razz
_________________
DOWNLOAD HS MOD



zl1corvette@Posted: Fri Sep 01, 2006 4:43 pm    Post subject: :
Quote:
The image is 1024X768 tga 24bit.


D3 is going to resize your image to the nearest power of two, you might want to try doing that externally of d3 and see if the results look any different.



Manc@Posted: Fri Sep 01, 2006 5:41 pm    Post subject: : Dimensions in a power of 2 along with adding a bit of monochromatic gaussian noise will defnitely help the banding.
_________________
Mike @ MancuNET



Regulator@Posted: Fri Sep 01, 2006 6:12 pm    Post subject: : Nothing helps. Tried 16, 24 bit tga's with 1024X768, 256X256, 512X512, 1024X1024 dimensions and with grayscale on and off.
_________________
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BlackArmsShadow@Posted: Fri Sep 01, 2006 7:52 pm    Post subject: :
Manc wrote:
along with adding a bit of monochromatic gaussian noise will defnitely help the banding.

?
_________________

I'm not gonna think this way - Nor will I count on others
Close my eyes and feel it burn - Now I see what I've gotta do

OPEN YOUR HEART, IT'S GONNA BE ALRIGHT



Bittoman@Posted: Fri Sep 01, 2006 8:12 pm    Post subject: :
Quote:
Manc wrote:
along with adding a bit of monochromatic gaussian noise will defnitely help the banding.

?


Adding a slight bit of noise will give the image resizing something less "smooth" to determine color within the gradient. It usually helps prevent banding and also helps the eye to not be so quick to notice it. It's sort of a cheap trick.