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AAAAP (AsAlwaysAntiAliasingProblem) This time Reflection

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  • AAAAP (AsAlwaysAntiAliasingProblem) This time Reflection

    Hi all,

    As shown in this picture:


    the problem is clear. Because the buffers are integer there is no AA.
    But there got to be a workaround of somehow!

    Are they effected (the passes) by the render settings? If so, how can i test run the scene if the lighting is alright, so there is enough info for each pixel?

    cheers alls

    Lisa

  • #2
    You can try to reduce the color threshold for the AA sampler.

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

    Comment


    • #3
      thanks for your fast answer Vlado!

      BTW should i Uncheck sub-pixel mapping and clamp output?

      thx

      Lisa

      Comment


      • #4
        Can't say more than maestro vlado. Maybe just use feather in post.

        Sorry, if it's sounds too selfish
        I just can't seem to trust myself
        So what chance does that leave, for anyone else?
        ---------------------------------------------------------
        CG Artist

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        • #5
          Hello,

          the rawrefl. pass is not an integer pass (like the the objectID pass for example) therefore it should be antialiased. Did you check the pixels with the colorpicker? Are the values changing?
          Did you check the filtering checkbox in the render element rollout?

          The rendersettings will affect all of your render elements. But I think the decisions about the antialiasing (When the threshold is met etc.) are made based on the standard rgb pass. If your rgb pass is black for example then the renderelements won't be antialiased further.

          Best regards,

          Dieter
          --------
          visit my developer blog

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          • #6
            isn't this the kind of thing the coverage channel is supposed to solve?

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            • #7
              not really...because the coverage channel will reflect the AA of the RGB channels. So if the sampler decides it needs few samples (because there is little colour/brightness difference between two pixels for example) then the coverage channel will have low sampling there too...

              Regards,
              Thorsten

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              • #8
                Thank you all for your help!

                Sub-pixel mapping was unchecked, so there was no chance at all to get any AA!


                cheers
                all

                Lisa

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                • #9
                  hmmm....even so, I get very jaggeded edges where the RGB+A channels show little contrast.

                  In other words, if in the RGB channel you do not really see the jagged edges because where they occur there is such little contrast, in a wire color pass, for example, you see two different colors, but the AA between them is nearly nothing, hence the jagged.

                  Can it be programmed that the render elements be AA'd as if they were regular renderings?

                  RC3 + VIZ 2007

                  Thank you

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