Turn off Anti Aliasing?
Moderators: ChrisHekman, aoktar
- muchogrande
- Posts: 61
- Joined: Wed Jan 14, 2015 9:19 pm
Hi, I'm researching using Octane to create pixel art, and so attempting to minimize/turn of AA. I've set filter size to min (.001) and tried each kernel, but I'm still seeing too much AA. Possible? Any tips?
Hi muchogrande,
As there isn't a native way at the moment, OSL (by "milanm") comes handy and should be what you are looking after:
GIF: (open in a new tab) Source (download) link ^
Note: it is recommended to change the default projection to the needed one, e.g. Mesh UV.
As there isn't a native way at the moment, OSL (by "milanm") comes handy and should be what you are looking after:
GIF: (open in a new tab) Source (download) link ^
Note: it is recommended to change the default projection to the needed one, e.g. Mesh UV.
Worth to mention that the texture-level filtering ≠ Render Kernel Filtering. One does not replace the other and both are different. What you are looking for is the former (at texture level).muchogrande wrote:and so attempting to minimize/turn of AA. I've set filter size to min (.001) and tried each kernel
- muchogrande
- Posts: 61
- Joined: Wed Jan 14, 2015 9:19 pm
Just bumping this again. Although this OSL node helps with texture aliasing, I'm still having issues with the alpha channel. With minimum filter size the alpha is still aliased. Any tips on how to remove aliasing there?
Hi,
have you tried with "Disable partial alpha" checked, in the CameraImager node?
ciao,Beppe
have you tried with "Disable partial alpha" checked, in the CameraImager node?
ciao,Beppe
I work with large Sci-Fi textures and mix them together using the gradient feature.
The issue comes up when stretchiung them so much that the lines on the texture become blurry.
It seems there isn't a way to add user filtering properly to textures as I've been waiting on this since V3...
I'd love to know a solution to be able to transform the texture when using the "mm_ImageTexture.osl" node as it wont let me do the transform.
Is there something missing in the code or could a dev elaborate on if we will ever get user adjustable filtering?
Thanks.
The issue comes up when stretchiung them so much that the lines on the texture become blurry.
It seems there isn't a way to add user filtering properly to textures as I've been waiting on this since V3...
I'd love to know a solution to be able to transform the texture when using the "mm_ImageTexture.osl" node as it wont let me do the transform.
Is there something missing in the code or could a dev elaborate on if we will ever get user adjustable filtering?
Thanks.