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| Registered User Join Date: Jul 2004
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Rep Power: 0 ![]() | Someone mind helping me out with some anti aliasing issues? Scanline doesn't antialias reflections Mental Ray antialises reflections, but not much else Scanline has a very small AA section, but like I said I can't figure out how to get that to apply to reflections (if that's even possible.) Basically what I'm asking is, how do I get anti aliasing like Bryce has? Everything I make in that comes out very crisp and smooth. |
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| | #2 (permalink) |
| Not a teenager Join Date: May 2004 Location: Belgrade, Serbia Age: 35
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Rep Power: 9 ![]() | Supersampling and Antialiasing Supersampling is one of several antialiasing techniques. Textures, shadows, highlights, and raytraced reflections and refractions all have their own preliminary antialiasing strategies. Supersampling is an additional step that provides a "best guess" color for each rendered pixel. The supersampler's output is then passed on to the renderer, which performs a final antialiasing pass. A single rendered pixel represents an area of the scene's geometry. The pixel can stand in for multiple colors, especially when it appears at the edge of an object or a region of color. This is where aliasing effects occur. When supersampling is turned off, the software simply looks at the center of the geometry covered by the pixel, and uses that for the pixel color. When you turn on supersampling, a supersampler performs an additional antialiasing pass on the material. You can choose one of four supersamplers. As the name implies, a supersampler takes additional samples of geometry color in or near each pixel, in order to obtain a more accurate pixel color that is less prone to aliasing error. These are the supersampling methods: Adaptive Halton: Spaces samples along both X and Y axes according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. This method is adaptive, as described below. Adaptive Uniform Spaces: samples regularly, from a minimum quality of 4 samples to a maximum of 36. The pattern is not square, but skewed slightly to improve accuracy in the vertical and horizontal axes. This method is adaptive, as described below. Hammersley Spaces: samples regularly along the X axis, but along the Y axis it spaces them according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. This method is not adaptive. MAX 2.5 Star The sample at the center of the pixel is averaged with four samples surrounding it. The pattern is like the fives on dice. This is the supersampling method that was available in 3ds max 2.5. Regular sampling, as performed by the Adaptive Uniform and MAX 2.5 Star methods, is more prone to aliasing than the irregular patterns performed by the Adaptive Halton and Hammersley methods. You can set a variable Quality value for the Adaptive Halton, Adaptive Uniform, and Hammersley methods. Quality can range from 0.0 to 1.0. A quality of 0.0 is minimal, with about four samples per pixel. A quality of 1.0 is the highest possible, with between 36 and 40 samples per pixel. High-quality supersampling is very time consuming. Another setting for the Adaptive Halton and Adaptive Uniform supersamplers is the Adaptive toggle, which works in conjunction with the Threshold spinner. When Adaptive is on, these methods take fewer samples unless a change in color is greater than the Threshold value. In that case, they take the full number of samples specified by the Quality. Leave Adaptive turned on to reduce the amount of time the supersampler spends. More can be found at help>user reference>search>antialiasing. :) |
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