If someone could help me with these 2 issues, I would greatly appreciate it.
A. What could be causing the aliasing in this metal reflection/highlight?
B. Why do maps seen at a glancing angle appear smeared or blurred? And how can I correct this?
The maps problem is usually due to the buttugly pyramid filtering max applies by default. Just turn off Filtering in the bitmaps (set either the blur amount to 0.01 or select “none” for filtering)…or at least use not pyramid mode but area.
The highlight problem looks like reflections >1 with too low sampling. Try setting “clamp output” and “subpixel mapping” in the color mapping dialogue.
Interesting, should we just switch off max default filtering altogether for all maps? If so, through the maps individually or through the render dialog?
Well, yes and no. No filtering at all can lead to a lot of noise. So it stays a case by case decision i’m afraid. Esp with the additional memory requirements of Summed Area
yeah, i have no examples to show, but I’ve had some times when turning off the filtering caused bad/odd/ugly things to happen in the material…sometimes just lowering the amount to .2 or .5 helps.
When I know I can spare the rendertime, I turn off filtering for all of my maps and crank the AA right up to deal with it. I find it hard going back to filtered maps now, I can spot them a mile off…