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I'd like to have aliasing against backroung in RTT

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  • I'd like to have aliasing against backroung in RTT

    Hello there
    I post this here before having my full access account because i'm a bit in the hurry

    Is there a way to have no anti-aliasing in the render to texture ?
    I want just the my shells border to be aliased and not the interior of course.

    I tried to save with straight alpha .tga but the pixel border color is wrong (too bright) :


    I want this to combine the baked maps of differents object and make a dilatation with Xnormal filter.

    With premultiplied alpha, i got the black outline. So the dilatation is all black.
    With straight alpha, the outline is to bright, so the dilatation is also too bright.
    I tried photoshop defringe option, which is great, but it gets funky if my uv shells are small (like 3 pixels)

    Thank you !

  • #2
    Is there a particular reason that the edge padding is not working for you?

    In any case, setting the edge padding to 0.0 (or a very small value) and saving with non-premultiplied alpha should do the trick.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      The padding works, but i don't want to use it

      - I want to bake multiple objects on the same lightmap.
      - The RTT can't do it, it generates 1 map per object.
      - I need to composite all the maps, based on their alpha in photoshop or whatever, and fill all the gaps, to not be worried with mipmap bleeding.
      - If i use paddind on every maps in max, overlapping may occure when i composite the maps.
      - So I want to use 0 padding, and generate the padding with Xnormal dilatation after all my maps are combined, to fill nicely the gaps.
      - I thought i could use straight alpha, but the outline is too bright, as seen in my first post picture. The Xnormal filter generates a too bright padding, like this :

      - Even whith a zero padding.
      - So I was desesperate

      - Then i realized that all i need, is a pure black and white alpha, with no padding, but the RGB maps could be padded.
      -So now, i will generate all my maps with a large padding, and then find a way to calculate an extra map per object (maybe a simple render uvw template) to get a zero padding, aliased alpha.
      -Then i will mask all the separate maps with their respective "clean" alpha, composite, and add padding with Xnormal filter.

      -I wish there was an option to generate aliased borders though/ RTT could bake multiple objects directly on one map.
      Last edited by KebabMakina; 20-05-2011, 01:44 AM.

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