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LightWave 10 Essential Training

Determining the proper anti-aliasing filter


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LightWave 10 Essential Training

with Dan Ablan

Video: Determining the proper anti-aliasing filter

One of the biggest mistakes a lot of people make when rendering out an animation is forgetting to set the filtering. It's often called antialiasing. So when you go to the Filtering tab, you can see that there is the Classic Camera Antialiasing and I am at the Render Globals tab. Now if you open up the Camera Properties, there is something you should be aware of. If you're using a perspective camera, the Antialiasing defaults to one. Often I like to set this to about nine. What that's going to do is clean up the edges on all of your renders. But if you are using the Classic Camera, the Antialiasing filter you can often set from here as well, Classic Camera Antialiasing.
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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LightWave 10 Essential Training
7h 9m Beginner Mar 21, 2011

Viewers: in countries Watching now:

In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.

Topics include:
  • Understanding and navigating 3D space
  • Configuring menu and keyboard settings
  • Molding basic geometric shapes
  • Creating detail using subdivisions
  • Casting reflections and creating surface textures
  • Building and lighting a 3D scene
  • Incorporating and animating cameras
  • Simulating collisions using dynamics
  • Determining the proper anti-aliasing filter for renders
  • Rendering a project as movie files and image sequences
  • Exporting a full scene
Subject:
3D + Animation
Software:
LightWave
Author:
Dan Ablan

Determining the proper anti-aliasing filter

One of the biggest mistakes a lot of people make when rendering out an animation is forgetting to set the filtering. It's often called antialiasing. So when you go to the Filtering tab, you can see that there is the Classic Camera Antialiasing and I am at the Render Globals tab. Now if you open up the Camera Properties, there is something you should be aware of. If you're using a perspective camera, the Antialiasing defaults to one. Often I like to set this to about nine. What that's going to do is clean up the edges on all of your renders. But if you are using the Classic Camera, the Antialiasing filter you can often set from here as well, Classic Camera Antialiasing.

It's really something to be aware of, depending on which camera you are using. Because what can happen is all these edges here can be very jaggy. If you take a look at the ball as it moves out and see those jaggies there in the viewport preview before it cleans up? Well if you don't have the Antialiasing on you will see that in here as well. You can see all those jaggies right in there. You can see here in the final render, I pressed F9, we have got one path, Segment 1 and if you look down here, you can see all of the different settings and here's my Antialiasing of 9.

Effectively what that's doing it's just doing a soft blurring on all the edges and makes for a much cleaner render. You are really going to see it when things get in motion. When thing starts moving, they'll actually have little jaggy edges as it's rotating around. So you don't want these bricks to actually look all jaggy. Doing so is not such a hard thing. You just have to remember to set it. Of course you don't want to spend the whole evening rendering and come back and see ooh, I forgot to set that rendering and your client then, of course is waiting for your project. Once that Antialiasing is set, you can come in here to the Adaptive Sampling and put that on, which helps clean it up a little bit more but most of the time you are not going to need that.

Soft Filter will actually create a little bit of a blurring. That really works well when you are doing a tiny little resolution. I often do it on small previews. So if you have a small resolution without Antialiasing, just as a quick render, you can put Soft Filter on it and it will do just a blurring across your whole scene. And here you can see this is little soft in there. So you don't always want that on, only if you are doing more of a preview, but the Antialiasing is quite important as well as the Motion Blur. Especially in our scene. We are going to go to Photoreal Motion Blur. The more Motion Blur passes you have, the cleaner it will be, but of course the longer it will take to render and I'll come like this and press F9 again, which does a single frame render.

What you are going to see here is a little bit longer render. Why we are doing that let's take a look up here in our status window. It shows what frame we are rendering, shows what frame step and since we are not animating, that doesn't apply. Our resolution, our pixel aspect, what camera is rendering. So if you have multiple cameras, you could have a top camera, back camera, and so on. Camera Type is a perspective camera. Our antialiasing, so I often check this. Even though when I get a rendering going and I know I have got everything set, I let it go and I kind of watch this panel and I take a look and make sure I have got all of my settings right. Because again you don't want to waste those hours rendering and suddenly it has something not set like Antialiasing.

It's a very big thing, especially when you're flying pass to logo, where you have got bricks like this and something with a stronger edge. You definitely want those clean. If you notice, I've set this Motion Blur pretty high and this single frame is actually taking a lot longer to render. So while a lot of people think real- time rendering is the future, there are still lot of things that you can put on that will really help slow things down and Motion Blur is one of them. Antialiasing, Motion Blur, Shadows, Reflections, Refraction for water and glass, all of those things calculate and take time.

There is always going to be a need for full-time rendering like this and a faster processor you have, the more memory you have, the better it's going to render. So we are at about 94%, 95%, and we will take a look at this last render here. And this still image with a Motion Blur should look pretty good and we should see those bricks nice and blurred in there, very clean. So you could see them all right here. As they are tumbling, they are blurring. So the faster those items are moving, the more they are going to blur in your scene. A nice way to set things up, but always pay attention to that Filtering tab and again this goes back to using the Render Globals to set up your animation.

Make sure you set Render Globals in the Camera panel, which forces control just to the resolution in this panel, and then work your way through your tabs all the way to the output.

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