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  • #16
    Thanks Vlado.

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    • #17
      Originally posted by vlado View Post
      I remember at least several clients had issues with the "consider for antialiasing" option which they left on for point position passes
      I am one of those hah


      It was mentioned and then not mentioned again, but I'm pretty sure the solution to this problem is simply rendering full float not half float. (Possibly not so simply as you might want to make a new RL)
      www.simonreeves.com - me
      www.analogstudio.co.uk - where I work

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      • #18
        Yep in my experience this is the case most of the times, rendering UV passes in 32 bit solves a lot of problems.
        Rens Heeren
        Generalist
        WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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