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?
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.
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…
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?