irishlostboy1980@Posted: Tue Aug 21, 2007 8:49 pm :
i am currently making some nice climbing plant with flowers in 3ds max. i have the creepers made, have applied leaves and flowers to it. it looks fine in 3ds max.
i then make a plane, i then am using "render to texture" to bake a diffuse and normal map from the 3d plant. i have no problem with the basic functionality of doing this. i get all the textures where they need to be. the problem is this; the maps seem very "bitty" and "artifacted" as if there is not enough resolution in the baking or something. instead of getting a crisp edge on the alpha channel, its all really broken up and ugly.
has anyone any ideas of how to correct this problem. less complex and detailed stuff (such as my tree branches) didn't have such a problem with this. its just the ivy type plant is pretty complex, with hundreds of leaves.



Bo$bevok@Posted: Tue Aug 21, 2007 9:58 pm :
heh, ive had this problem before. i was making a floor texture but when i projected on the plane it looked horrible. sorry to say i have'nt got a fix but i hope you get it sorted because then i might try my hand at this technique again. also the idea of the climbing plant sounds great.
good luck



iceheart@Posted: Tue Aug 21, 2007 10:28 pm :
You have any pictures to illustrate what you mean? Or model downloads?



obihb@Posted: Wed Aug 22, 2007 7:44 am :
Even though it sounds like a possible anti-aliasing problem I also think you should post the shot. It will be much easier to see the problem than figure out from your description.



irishlostboy1980@Posted: Wed Aug 22, 2007 3:53 pm :
ya will put up pics tomorow when i get home. i think obi-wan has it though. it does look like aliasing problem. what is the fix for this? pics coming soon.



obihb@Posted: Thu Aug 23, 2007 8:10 am :
You have to enable the SuperSampling. You have some choices of methods and quality which will impact the render speed quite heavily. Also apply to your low poly model a blank material or SuperSampling will not work, since it's actually a texture filtering that's happening.

Find it in Render Scene -> Renderer and find Global SuperSampling.

Another way around this what I usually do is to render the texture 2x bigger. So if your final goal is to have 512 then render to 1024 and so on. Then you scale it back down after and get the filtering automatically. With this method you can get a very sharp normal map and generally this is much faster to render than using SuperSampling. Of course it's not a "rule" and using other sizes you can get different results or even combo of over sized renders and low level SuperSampling and so on.

But I guess "generally" rendering to 2x size works good for using this method.

I guess it's a matter of finding out what the final result is that you liked from whatever method you use.



irishlostboy1980@Posted: Thu Aug 23, 2007 1:32 pm :
i will give the super sampling a go. thanks. i always render at x2 size, and it helps, but not enough. will xperiment with supersampling



irishlostboy1980@Posted: Tue Aug 21, 2007 8:49 pm :
i am currently making some nice climbing plant with flowers in 3ds max. i have the creepers made, have applied leaves and flowers to it. it looks fine in 3ds max.
i then make a plane, i then am using "render to texture" to bake a diffuse and normal map from the 3d plant. i have no problem with the basic functionality of doing this. i get all the textures where they need to be. the problem is this; the maps seem very "bitty" and "artifacted" as if there is not enough resolution in the baking or something. instead of getting a crisp edge on the alpha channel, its all really broken up and ugly.
has anyone any ideas of how to correct this problem. less complex and detailed stuff (such as my tree branches) didn't have such a problem with this. its just the ivy type plant is pretty complex, with hundreds of leaves.



Bo$bevok@Posted: Tue Aug 21, 2007 9:58 pm :
heh, ive had this problem before. i was making a floor texture but when i projected on the plane it looked horrible. sorry to say i have'nt got a fix but i hope you get it sorted because then i might try my hand at this technique again. also the idea of the climbing plant sounds great.
good luck



iceheart@Posted: Tue Aug 21, 2007 10:28 pm :
You have any pictures to illustrate what you mean? Or model downloads?



obihb@Posted: Wed Aug 22, 2007 7:44 am :
Even though it sounds like a possible anti-aliasing problem I also think you should post the shot. It will be much easier to see the problem than figure out from your description.



irishlostboy1980@Posted: Wed Aug 22, 2007 3:53 pm :
ya will put up pics tomorow when i get home. i think obi-wan has it though. it does look like aliasing problem. what is the fix for this? pics coming soon.



obihb@Posted: Thu Aug 23, 2007 8:10 am :
You have to enable the SuperSampling. You have some choices of methods and quality which will impact the render speed quite heavily. Also apply to your low poly model a blank material or SuperSampling will not work, since it's actually a texture filtering that's happening.

Find it in Render Scene -> Renderer and find Global SuperSampling.

Another way around this what I usually do is to render the texture 2x bigger. So if your final goal is to have 512 then render to 1024 and so on. Then you scale it back down after and get the filtering automatically. With this method you can get a very sharp normal map and generally this is much faster to render than using SuperSampling. Of course it's not a "rule" and using other sizes you can get different results or even combo of over sized renders and low level SuperSampling and so on.

But I guess "generally" rendering to 2x size works good for using this method.

I guess it's a matter of finding out what the final result is that you liked from whatever method you use.



irishlostboy1980@Posted: Thu Aug 23, 2007 1:32 pm :
i will give the super sampling a go. thanks. i always render at x2 size, and it helps, but not enough. will xperiment with supersampling



irishlostboy1980@Posted: Tue Aug 21, 2007 8:49 pm :
i am currently making some nice climbing plant with flowers in 3ds max. i have the creepers made, have applied leaves and flowers to it. it looks fine in 3ds max.
i then make a plane, i then am using "render to texture" to bake a diffuse and normal map from the 3d plant. i have no problem with the basic functionality of doing this. i get all the textures where they need to be. the problem is this; the maps seem very "bitty" and "artifacted" as if there is not enough resolution in the baking or something. instead of getting a crisp edge on the alpha channel, its all really broken up and ugly.
has anyone any ideas of how to correct this problem. less complex and detailed stuff (such as my tree branches) didn't have such a problem with this. its just the ivy type plant is pretty complex, with hundreds of leaves.



Bo$bevok@Posted: Tue Aug 21, 2007 9:58 pm :
heh, ive had this problem before. i was making a floor texture but when i projected on the plane it looked horrible. sorry to say i have'nt got a fix but i hope you get it sorted because then i might try my hand at this technique again. also the idea of the climbing plant sounds great.
good luck



iceheart@Posted: Tue Aug 21, 2007 10:28 pm :
You have any pictures to illustrate what you mean? Or model downloads?



obihb@Posted: Wed Aug 22, 2007 7:44 am :
Even though it sounds like a possible anti-aliasing problem I also think you should post the shot. It will be much easier to see the problem than figure out from your description.



irishlostboy1980@Posted: Wed Aug 22, 2007 3:53 pm :
ya will put up pics tomorow when i get home. i think obi-wan has it though. it does look like aliasing problem. what is the fix for this? pics coming soon.



obihb@Posted: Thu Aug 23, 2007 8:10 am :
You have to enable the SuperSampling. You have some choices of methods and quality which will impact the render speed quite heavily. Also apply to your low poly model a blank material or SuperSampling will not work, since it's actually a texture filtering that's happening.

Find it in Render Scene -> Renderer and find Global SuperSampling.

Another way around this what I usually do is to render the texture 2x bigger. So if your final goal is to have 512 then render to 1024 and so on. Then you scale it back down after and get the filtering automatically. With this method you can get a very sharp normal map and generally this is much faster to render than using SuperSampling. Of course it's not a "rule" and using other sizes you can get different results or even combo of over sized renders and low level SuperSampling and so on.

But I guess "generally" rendering to 2x size works good for using this method.

I guess it's a matter of finding out what the final result is that you liked from whatever method you use.



irishlostboy1980@Posted: Thu Aug 23, 2007 1:32 pm :
i will give the super sampling a go. thanks. i always render at x2 size, and it helps, but not enough. will xperiment with supersampling