Detail Choking with Blend Material

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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frankmci
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Location: Washington DC

mitchino wrote:I'm not sure I get the logic, but I'm willing to be persuaded.

Just say my output resolution is 1000 x 1000 px, and I'm rendering a square plane straight on with graphics on it that fills the frame - whether my textures are 1000 x 1000 px or 10,000 x 10,000 px they will surely look the same on the final render.

If I was to use textures at 500 x 500px then they would look rough of course.

Might do an experiment and test this out.
Unfortunately, no, it doesn't work that way with this kind of rendering. There's a huge amount of re-sampling that goes on converting a texture on a surface into a rendered image. Even with a 1000x1000 pixel texture on a square polygon that is perfectly positioned in front of a camera set to a 1:1 aspect ratio and an output res of 1000x1000, there will be degradation in the final image compared to the source texture map.

Every ray bouncing off that textured surface involves several levels of sub-sampling, approximation, and rounding errors. Every pixel in the final image is the result of hundreds or even several thousands of those rays, with all the cumulative rounding/approximation you'd expect. There simply is no 1:1 relationship between the pixels in your image texture and the pixels on the final rendering, no matter how you set up your scene. Instead, there's a whole lot of messy mathematical approximations and assumptions about 3D space and the way light interacts with surfaces that transform your texture into a rendered image.

Even starting with a higher res source texture, it will never be perfectly reproduced at a lower res, as with any down-sampling, although starting with more info to sample from helps. There is a point of diminishing returns, though, and more than 2X is generally not going to make any noticeable difference.

Definitely do some experiments. In some situations, 1:1 will be fine, but for the kind of exacting detail you need, I think upping your texture source res will make a significant difference.
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