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Baking on a 2D plane aliasing

interpolator
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Shrike interpolator

Hey guys, I am baking all kinds of full 3D stuff on flat planes as sprites, and I have some issues with aliasing.

I bake at 4x Hardware AA from xNormal and still I get this super edgy contours.

This is a aliasing sample of a 2k texture, and I know i can render out a 4k or 8k and then sample it down in photoshop, but Id like to know what causes it, and if theres a different solution ?

mine.PNG

I could use edge padding for the normals but still I have the problem for the color pass, which is my alpha mask and needs to be pristine. Edit: Well essentially the question is: How to surprass aliasing when using no edge padding ?

I feel like I forget about something, any ideas ?

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