6
$\begingroup$

I'm having problem with antialiasing (I think this is the problem...). As you can see from the picture, far object and reflected object are still to rough (see the red arrows). On the right you can appreciate my antialiasing settings.

Is it a problem of antialiasing? I'm quite new to the blender and the 3D graphics world, so I'd like to understand what is happening.

Thanx in advance !

enter image description here

Addition Using cycles rendering, I get this:

enter image description here

Why? I lost all the material settings???

$\endgroup$
9
  • $\begingroup$ Try using cycles? The reflection probably just needs more samples, but not sure what you can do about the far away sphere. $\endgroup$
    – gandalf3
    May 6, 2015 at 7:56
  • $\begingroup$ what are cycles? As I said, I'm quite new to blender $\endgroup$ May 6, 2015 at 8:06
  • $\begingroup$ It's another more modern render engine that is developed and bundled with blender. You can use it by selecting Cycles in the dropdown at the top of the screen which is currently set to Blender Render. Also note that the latest version of blender is 2.74, 2.69 is a bit old now.. $\endgroup$
    – gandalf3
    May 6, 2015 at 8:22
  • $\begingroup$ Thanks man. I used cycles to render but it "loose" the 3dimensionality... I add the new image in the question to better explain... $\endgroup$ May 6, 2015 at 8:31
  • 1
    $\begingroup$ Come to think of it the samples would only matter if the reflection has gloss amount set to < 1.. Which it looks like might not be the case. My mistake. $\endgroup$
    – gandalf3
    May 6, 2015 at 8:56

1 Answer 1

4
$\begingroup$

I think anti-aliasing doesn't have anything to do with this.

I can't see very well, but I think the problem with "rough" reflection in the first image is due to a low amount of reflection raytracing samples. Try increasing the sample amount in the material's "Reflections" tab.

Cycles and Blender Internal rendering engines are defining materials differently, you can't quite switch from one to another every moment and expect to see similar visual results. Setting up object materials for Cycles is a completely different process. When you set up your materials for Blender internal rendered and then switched to Cycles, Blender actually tries to create similar materials, but it's a very basic approximation, this is where there's no reflection on the floor. Also setting up lighting for Cycles is different.

The basic difference is that Blender Internal is a scanline rendering engine, while Cycles is a raytracer. The latter provides much more realism at the cost of much higher computational cost. Blender internal is however very useful for non-realistic renders where advanced light simulation is not needed and we can work with the different tools for "faking" these effects.

For instance: Cycles will calculate how light propagates and reflects from surfaces and what image it will produce when reaching the scene's camera. All the bells and whistles are a part of the simulation of how light behaves in the 3D scene. Blender Internal however uses different tricks to fake these effects like shadow maps, raytraced reflections, bumpmapping, volumetric shadows... in Blender Internal it's all kind of "fake" and approximate and it doesn't look that real when compared to Cycles, which actually is simulating how photons bounce around. The downside of Cycles is the amount of noise you get from fast renders - it's a bit like getting too little exposure time for taking a picture in a dark environment - it's gonna be noisy. The same is with cycles. The more samples you give it to calculate, the less noise you're gonna have (but it can be very time-consuming).

$\endgroup$
0

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .