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 :stuck_out_tongue:

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 !

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

The padding works, but i don’t want to use it :slight_smile:

- 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 :frowning:

- 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.