Hi, I’m having some issues with artifacts in the EnvMaps.
Here are the steps to replicate it:
CONTROL:
1.- File->Load Factory Settings.
2.- Replace the default cube with an sphere (or any geometry, but spheres are better to test reflections).
3.- Link the sphere to the default material “Material” in Links and Pipeline.
4.- Change the default “Tex” Texture’s Map Input to Ref and Output to Color->add.
5.- Set the Texture Type to EnvMap.
6.- Create some random geometry so the sphere has something to reflect.
7.- Hit Render to create the EnvMap Texture.
(1) This render is fine.
PROBLEM:
Now the problem can be replicated in two ways, the most direct one is to hit the “Default Vars” button in the Texture Buttons->Preview Tab
(Since I used the default settings to begin with none of the values seems to change but the result is very diferent *2)
The other way to replicate it is to unlink the default Material and use a new one instead, repeating the remaining steps.
(2) This render is wrong (white outline artifacts around reflections).
CPU: AMD Athlon™ XP 2800+
RAM: 1024 MB
GFX: nVidia Geforce FX 5200 128MB
OS: Linux-2.6.27
Video Drivers: nvidia-173.14.12-2
Blender: 2.48a
I’m not sure if anyone has noticed this before. I’ve been looking for an answer for a while, but all I have found as a “solution” was to use Z-invert in the material but that didn’t work.
Hi Atom, thanks for the reply. I just uploaded a blend (compressed and uncompressed), the sphere in the right (New Material) is the one with the problem.
Steps:
Left Sphere: Steps 1-7 as in my previous post.
Right Sphere:
Created a NEW sphere (not a duplicate)
Add NEW Material (not linked with the default)
Set EnvMap as described in Steps 4-5 as in my previous post.
This is odd. I con inconsistently recreate this. Sometimes it goes away when I select the other sphere, turning off Bias, hitting random buttons. The sphere changes colors sometimes too, from blue (reflecting thte bg) to plain grey. This is really strange.
EDIT: It’s osa/fsa, turn it off. Or turn on Premul., like Atom suggested. Any type of anti-aliasing (OSA, FSA) without Premul produced that effect.
“It’s osa/fsa, turn it off. Or turn on Premul., like Atom suggested. Any type of anti-aliasing (OSA, FSA) without Premul produced that effect.”
Turn Off OSA: Side Effect: inconsistency in the sky reflection. Default Material Reflects blue New Materials Reflects Grey.
[INDENT]Workaround: Unknown.
[/INDENT]Side Effect: Jagged Edges.
[INDENT]Workaround: Render Twice the size and scale it back to normal using interpolation.
[/INDENT]Premult: Side Effect: No Sky color in render.
[INDENT]Workaround: Compositing the background in Post or use a shadeless sphere as an skybox.
[/INDENT]SideEffect: Default Material Has Oversampled reflections New Material reflection has Jagged Edges.
[INDENT]Workaround: Unknown (Increasing EnvMap Filter Value does not help).
[/INDENT]My Workaround: Save the default Material in a .blend and append it to use as a basis for EnvMap materials (Making it single user). SideEffect: Can’t Use Material’s from Libraries unless the material has the Default Material as a basis too. (I noticed the problem while loading a raytraced metal material from http://www.blender-materials.org and changing the Raytrace reflections with an EnvMap).
[INDENT]Workaround: Copy the Settings of the Material Loaded from the Library to the Default Material (Yes it’s a pain).