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The following information is new for Version 9.0: The following information exists from previous releases: The following section complements the Rendering in Alias manual: For more information on rendering, including tips, tricks, and useful questions and answers, refer to the Rendering in Alias manual. Limitations FixedVersion 9.0 fixes many rendering limitations and makes the renderers more robust. See the What's New for a complete list of rendering enhancements. Here are some highlights of what we have fixed: Fixed We can now properly motion blur projection and solid textures. Fixed There is no longer a limitation in terms of the x and y resolution being rendered (previously set at 8k). Fixed Shader glow now takes into account refraction and reflection properly. I.e., reflections and refractions of shader glow is visible. This implies a slight raytracing performance degradation due to the extra computations. Fixed Shader glows associated with layered shaders now correctly raytrace. Fixed Light glow outside the filmback will now properly render. Fixed Activating the depth map output will no longer screw up the depth of field rendered image. Batch Renders (Renderer and Raytracer)LimitationWhen rendering on fields, the sense of determining which scanline is odd, and which is even can be confusing, and may not produce the results you want. If the timing of the setup is incorrect, you can reverse the odd/even scanlines by typing: setenv ALIAS_SWITCH_SCANLINES_EVEN_ODD_SENSE Alias begins numbering scanlines from the bottom of the image starting with scanline 0 (an even scanline) which makes the top scanline odd (485 for NTSC). Setting the environment variable makes Alias treat the top scanline as an even scanline, effectively numbering the scanlines to start from the top of the image. Note that if Composer is to be used for interlacing fields, the above environment has to be turned on. LimitationExtension Padding is set to 3 when retrieving and rendering previous version wirefiles. If an older wirefile (Version 6.1 to Version 7.0.1) is retrieved, ensure that the Extension Padding value in the Animated Output Filename Extensions is set to 3 in the Render Globals window. This results in rendered frame names appearing as filename.001, filename.002, etc. WorkaroundRetrieve the wirefile, set the Extension Padding value to 1 in the Render Globals window, then select File > Save As and work with the file as a current wirefile. LimitationThe renderer attempts to render invisible objects with blended surfaces fail. WorkaroundWhen a part of the blended surface is invisible and another part is visible, it cannot render because there is missing information (the invisible objects are not written to the SDL file and thus the blend cannot be regenerated for each frame). Remember to make all portions of a blended surface visible. LimitationMultiple instances of the same polyset with linked-lights and multiple shaders may result in a crash of the renderer. WorkaroundAvoid instancing such polysets (with linked-lights and multiple shaders). Copy the polysets instead. LimitationThe geometry in the Perspective window looks different than the rendered image when the camera has motion path curves with knot multiplicity. WorkaroundMotion path curves with multiplicity can cause this problem. Rebuild the curve or select Curve Tools > Use result in the Action window. LimitationWhen using Raycast and Raytrace, invisible instances render when they should not.
When an object is copied and Instance is toggled on in the Duplicate Objects Options box (Edit > Duplicate object- WorkaroundWhen adjusting or animating visibility, make copies instead of instances in order for the batch renderers to work properly. LimitationThe camera presets' pixel squeeze ratio is ignored by the batch renderer. WorkaroundIf you want to produce an anamorphic image, use the following work flow.
If you would like to view it undistorted:
LimitationWith depth of field, the edge of an object in focus against a very blurry foreground or background sometimes shows a jaggy artifact. WorkaroundRender foreground blurry elements separately and composite. LimitationBanding may appear on low intensity objects. WorkaroundDue to the 8-bit per color channel limitation, it is possible to see banding in the rendering. This can be eliminated by turning on film_grain by setting the value to 0.01, or altering the colors of the lights by random, fractional amounts from pure integer values (for instance, (255, 255, 255) becomes (254.3, 255.2, 254.9)). LimitationRemote rendering does not copy back the images produced until the entire rendering sequence is completed. WorkaroundRender in smaller sequences if disk space is limited on the remote machine. LimitationWhen writing to SDL, comments are no longer available. This is done to reduce the disk usage of SDL files. If you want comments, put the following line in your shell before starting Alias in order to have the comments written out: setenv ALIAS_SDL_LONGFORM 1 LimitationUse background color is not taking lighting into account. Since Version 6, lighting is ignored and the background is assumed to have the correct intensity already. WorkaroundIf you want a shader to take lighting into account, set the following environment variable before running Alias or the renderer: setenv ALIAS_V5_USE_BACKGROUND 1 LimitationTemplated objects rendered in an animated sequence may become visible. Glows/Fog/Special EffectsLimitationGlow and particles do not QuickRender in the Perspective magnify window. LimitationA partial QuickRender will ignore shader glow. If Persistence is toggled on for QuickRender and a partial (subregion) QuickRender is done, that partial region ignores shader glow. WorkaroundClick on the QuickRender window to render the entire window. LimitationLight glows will not Quick Render in orthographic cameras. WorkaroundYou can render light glows only with the batch renderers, but not with Quick Render. LimitationGlow appears to be missing from a volume light source. Missing glow is most likely to occur with volume lights, and is due to the physical nature of light glows. A Volume light has a boundary beyond which light does not extend. If no light reaches the eye, then no light glow is rendered. WorkaroundIf a light glow from volume lights is required, ensure that the light boundary extends past the camera eye point (use Display > Tgl camera to ensure the camera is inside the light volume), or create a glow-only point light at the same position as the volume light. LimitationShader glow flickers during an animation. As well, shader glows look different at different resolutions. WorkaroundShader glow flicker is due to the auto-exposure option for shader glows. Auto-exposure computes the maximum intensity of the shading and produces a normalization for the glow. Thus if the maximum intensity differs from frame-to- frame (as it will if glowing objects come in and out of frame), the glow changes intensity as well. There are two workarounds:
For example: you render the glow you want with auto-exposure, and in the out file you see that the glow intensity was 8. If you want to double the resolution, enter a glow intensity of 2:
LimitationLinear and area light glows shine through objects. These lights do not attempt to detect if there are shadowing objects between the light and the eye. All other light types compute this occlusion factor. WorkaroundCreate a shader glow object of the same shape as the light with Hide glow source ON. LimitationLight glow occlusion can be incorrectly computed (that is, light glow shines through objects) if the glow opacity is set to any value other than 0. WorkaroundThis problem occurs in both the raycaster and raytracer. The best solution is to set the glow opacity to 0 on the occluding object. LimitationLight glow appears to dim but not fully disappear when going behind an object. This problem occurs due to the radius of the light - it may be so large that it is never completely occluded by the object that should be shadowing it. WorkaroundOpen the light editor for the light in question. Access the light radius parameter under Common Parameters. The default radius is 1.0, which means the light is two grid units in diameter. If this diameter is large in relationship to the geometry in the scene, reduce the radius to something more appropriate to the size of the geometry occluding the light (for example, 0.1), then test render again. The glow should now be more fully shadowed. Particle SystemsLimitationRendering particles may not produce consistent results if animation is set to OFF. WorkaroundSometimes particle rendering is different depending on whether or not Animation is set to ON in the Render Globals window. Set Animation to ON to produce the correct results. Using particle files may also alleviate this problem. LimitationShell objects, stitched objects, and faces do not emit particles. Polysets do emit particles, but do not do so correctly unless the polygons are convex. LimitationRendering opaque blobbies (Render type blobby surface) with light fog may show some artifacts. WorkaroundTo correct this problem, before launching the renderer, type the following from the console window: setenv ALIAS_LIGHTFOG_BLOBBY LimitationRendering of particles may take a little longer than with versions prior to v8.5. WorkaroundPrevious versions relied on the amount of memory to determine the rate of particle emission. Unfortunately, this approach will then result in different renderings on machines with different memory configurations. LimitationParticles are not calculated if the surface generating them is invisible on the startframe of rendering. WorkaroundAnimate the transparency factor instead of the visibility flag, or create particle files from the visible geometry in the interactive package. LimitationParent color set to ON seems to have no effect on particle color. WorkaroundIf Parent Color is set to ON, particles are born with the color of the parent surface at the point of emission. In order to see the effect of changing this flag, you will have to re-emit the particles. If parent color was animated on and off during particle emission, then the color of emitted particles will alternate accordingly (as opposed to the entire particle system suddenly changing color). Modifying any Emission or Behavior parameters on the particle system requires that you run the simulation to see the effect (or invoke a batch render, which does its own run of the simulation). Also note that if particle files are used, changing any of these parameters will have no effect, as the particle trajectories and birth color are defined in the files. LimitationParticles that overlap transparent surfaces can sometimes make the surface partly visible, even though it is completely transparent. This can happen if there is blob noise on the particles, or if the Render Type is BLOBBY SURFACE. WorkaroundWhen blob noise is a problem, the effect is generally much less noticeable in the raycaster than in the raytracer. If the transparent surface is used to emit the particles, then a possible solution is to create particle files and then move the transparent surface out of view. If the hidden surface does not emit particles, then you can simply animate its visibility. LimitationParticles do not recompute over each odd and even field, only on each frame. This should not produce any clearly visible unwanted artifacts. LimitationChanging transparency may seem to have no effect when a BLOBBY SURFACE render method is used on very large or very small particles. WorkaroundIt actually does; however, the transparency is based on the depth of the blobby substance in world units. To correct this, you can set the density parameter to be 1.0/particle_size. So if your particle size is 0.1, then making the density 10 should allow the transparency slider to have a normal range of effect. LimitationImage planes and sometimes transparent objects do not render correctly when combined with fog and/or particle systems. This has been improved since Version 7.0.1, but artifacts remain. LimitationMapping textures to particle parameters doesn't update properly. If you map a texture to a parameter in the particle emissions section of a shader or light and change the texture's parameters, the texture's icon won't update. LimitationParticle color map influenced by particle color. If you want particles to derive their color from the surface that emits them, make sure Parent Color is ON. However, the blob's own color acts as a multiplier. If you want the blob to use the parent color exactly, the blob's color must be white. >
LimitationParticles can only emit from original, non-displaced surfaces. If there is a surface which has a displacement map, the particles emit from the surface in its original non-displaced position. LimitationParticles may disappear when surface-shading is set to a non-zero value and particles originate at the camera origin. LimitationParticles colliding with NURBS surfaces that have geometry collisions enabled may cause a rendering error when motion blur is requested. WorkaroundWrite and use particle files for the colliding particle systems, and then turn collisions off for both the NURBS surface and the particle system before rendering.
Light WarpsLimitationUnable to pick a warped object with a small marquee region. WorkaroundPicking warps may require a larger marquee pick region. This is because the surface's bounding box is unwarped. LimitationSurfaces that have both warps and displacement maps can result in unexpected behavior. LimitationLight warps do not render properly with degree 1 patches along the patch edges. WorkaroundDegree 1 patches are often generated from the Surfaces > Set planar- function when Trim Surface is selected in the option
box. Instead of using this option, create a degree 3 plane,
project the outline curves onto the geometry and trim the
result.
LimitationIt is possible to create warps for which no amount of triangulation can smooth the surface. This happens when a warp is created with sudden discontinuities in its field, and these sudden discontinuities overlap a surface. For example, the twist warp preset (Objects > Warps > Twist) pushes a surface the most at the edges of the cylinder, however just beyond the edge of the cylinder, the warp is zero. A surface intersecting the edge will go from no warp to maximum warp across the span of a single triangle. The decay and dropoff parameters can be modified to smooth out these transitions.When these parameters are insufficient to smooth a field, smooth gradients can be created by texturing the light's color (which affects the warp intensity). Motion BlurLimitationWhen rendering with motion blur, some artifacts may result in either the disappearance of triangles, or grid-like artifacts. This is due to some large triangles that extend beyond the camera and near clipping planes. WorkaroundIdentify the trouble surface(s) and increase the tessellation subdivision level. Objects that are very close together may also cause interpenetrating problems for motion blur. Cheat by moving the surfaces further apart in these cases. LimitationMotion blur is not implemented for raytracing. LimitationShadows and light positions do not motion blur. LimitationShadowing appears jittered on motion blurred objects moving away from the camera. WorkaroundIncrease the Shadow's Min Depth for shadow casting spotlights, or turn shadow casting off on the front portion of the object if the object has a separate back face and does not self-shadow. Shadows are not motion blurred, so the shadow depth stored is at the depth of the object at the shutter mid time. This means some of the shading samples will find themselves to be in shadow while others will still be illuminated. If this still does not solve the problem, edit the SDL and add the following to the spotlight casting the bad shadows: use_old_shadow_map_algorithm = FALSE LimitationMotion blur is not applied when warp parameters are animated. When a parameter on a warp is animated, the resulting changes in the shape of the object are not motion blurred, although an object moving through a warp will be motion blurred correctly. WorkaroundMove the object relative to the warp light. Texture MappingLimitationDisplacement mapping does not work for layered shaders. A displacement map on only the lowest available layered shader is applied. WorkaroundPaint a displacement map with only the important areas and apply that map to the lowest layered shader. LimitationMulti-lister chord length texture mapping doesn't display correctly in shadewire. If a surface with uneven parameterization and a checker texture map with Chord length ON is Quick rendered, the texture looks even, as a result of the chord space conversion. However, if the Quick render window is closed, and the shaded wire icon in the icon of the texture is clicked on, the surface is displayed as though Chord spacing is OFF. LimitationInstancing of objects with worldspace texture mapping enabled can produce incorrect rendering results. WorkaroundCopy the geometry rather than instance it. LimitationUsing BOT files directly as texture maps may result in the renderer saying it does not recognize this format. WorkaroundTurn Render > Globals > Memory Options > Texture Caching on.
Tgl ShadeLimitationBlack dots appear on textured objects in toggle shade on an Indigo 2X. WorkaroundWhen running with fast-options off and texture mapping turned on, it is possible to see little black dots on the texture when the subdivided triangles are very small. In these cases, try reducing the subdivision level of the problem surfaces. LimitationColored texture maps in RRFR and Toggle shade with Int Off and Fast Off may be inaccurate. WorkaroundTurn textures on in the QuickRender options window. LimitationToggle shade does not respect volume lights. Volume lights are treated as point lights when viewed in toggle shade mode. Therefore, interactive manipulation is not possible. LimitationIf QuickRender's texture flag is turned off, texture maps may not render when toggle shading WorkaroundReset the QuickRender's texture flag and do a QuickRender (setting the texture flag alone won't solve the problem), then toggle shade will render correctly with textures.
RRFR (ReallyReallyFastRender)LimitationThe current Fast Render does not load Version 7.0 RRFR files properly. LimitationWhen updating RRFR from the interactive package, the camera view will also be updated in RRFR.
Multi-ListerLimitationSuper textures (including Studio Paint 3D textures) don't display on shader balls. WorkaroundIt is necessary to be able to distinguish a regular textured item versus a super-texture. Currently, the super-texture swatch does not display the list of associated textures, but it does display an icon that appears very much like a layering of a stack of papers. This is an important indicator for super- texture feedback. LimitationCan't get lateral movement in numerical fields. WorkaroundThe Alt key has to be pressed when this lateral movement is required. LimitationWhen viewing the Multi-lister with lower resolution swatches, the icons are not displayed. WorkaroundSwitch to the higher resolution swatches. AliasToRendermanLimitationAliasToRenderman generates RIB output which references two custom shaders, ari_pointlight and ari_spotlight. The Shading Language source for these shaders is provided in the gifts shaders. These shaders are identical to the corresponding published standard shaders in all respects except for one extra parameter - light decay. These versions allow light decay in the same form as the Alias Studio lights, and are provided as a convenience. However, to use them for rendering, they must be compiled using a RenderMan Shading Language compiler that goes with your RenderMan Renderer, and also, the result must be placed in your file system where the renderer can find it. That setup may be inconvenient, so a command line override was provided for the AliasToRenderman standalone. The option is -d , and it takes an argument.
FlipbookLimitationFlipbook does not handle mask files. WorkaroundThe fcheck utility supplied in the common bin/ directory will display sequences of mask files. LimitationFlipbook does not support negative file extensions for animations. Animation files can be created with negative file extensions and rendered, but they cannot be viewed in the flipbook. WorkaroundAlways use positive integers for file extensions.
MiscellaneousLimitationIf you start multiple Power Renders on the same MP machine, you might get the message "/usr/temp/sgi_mp_rt_locks permission denied" WorkaroundUse the following command to fix the problem: setenv ALIAS_PLACE_LOCKS_IN_SWAP LimitationFile > Show pix from the main pull-down menu cannot display multiple files. WorkaroundUse File > Show pix in the File Browser to show multiple pix files. LimitationShaded Wire only displays correctly for NURBS and faces. It currently does not deal with polysets correctly. LimitationIt is not possible to WRL a TIFF image while rendering. TIFF images can be displayed only after the image is completed. LimitationIt is not possible to directly use compressed images (for example, filename.Z) unless the image is in the Alias PIX format. For other image formats, the files will need to be uncompressed first. LimitationThe Display > Tgl Render Status status bar is unaffected when moving Alias window. Resizing, stowing, or moving the Alias main window will not affect the toggle render status bar. If you stow or minimize the Alias main window using an X-window stow or minimize, the render status bar will stay up. WorkaroundUse Utilities > Minimize to minimize the Alias window. LimitationIf you use Delete> Active from the main menu to delete multiple projection nodes associated with the same shader at the same time, Alias may crash. WorkaroundUse the Multi-lister to delete the shader or texture associated with the projection.
What is Needed to Run the Optimized Renderers on IRIX 6In order to use the renderers you must first install certain system libraries onto your system. To see whether you have the libraries, type this command in a shell window: showprods compiler_eoe.sw32 c_eoe.sw32 c++_eoe.sw32 If you have the libraries installed you should see output like the following (I = Installed, R = Removed):
If you don't see any output or some subsystems are missing then you must install the libraries from your IRIX 6.2 operating system CDs. They are on the CD labelled `IRIX 6.2 (Part 1 of 2)'. If you're using Software Manager, the libraries you need to install are part of "Standard Execution Environment (C++, 6.2)", "Standard Execution Environment (C, 6.2)", and "IRIX Standard Execution Environment, (Compiler, 6.2)". In the first two products you want to install the "Standard Execution Libraries (N32)" subsystem. In the last product you want to install "Base Execution Libraries (N32)". If you're using inst then the short product names of these subsystems are c++_eoe.sw32.lib, c_eoe.sw32.lib, and compiler_eoe.sw32.lib. For more information on installing software see the IRIS Software Installation Guide. Tips and Tricks for the Anti-Aliasing DefinitionAnti-aliasing definition changeThe definition for the anti-aliasing parameters changed as of Version 7.5, and continues to apply. The min and max values now indicate the number of samples to be taken per pixel, rather than a level, as in previous versions. The approximate mapping between a Version 7 anti-aliasing value X to Version 7.5 would be X2. The recommended quality settings are now: low quality - (min,max) = (0,0) medium quality = (0,4) high quality = (3,12) What is Aliasing?The most commonly recognized features of aliasing include:
Though the above artifacts are all due to aliasing, not all aliasing artifacts are caused by the same limitations, nor are they resolved in the same manner (for example, bumping up the Minimum and Maximum Anti-aliasing Level values in the Render Globals window will not solve your problems optimally). The following is a complete list of causes of aliasing artifacts and tips on how to improve the image quality without increasing the performance costs globally. >
Tips
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