Example: G-Buffer Based AntialiasingIn the example on texture antialiasing, the edges of the object are always sharp, regardless of the value of the Color threshold. This is because the Object outline option is turned on. Here are the first and the last of the images from that example, rendered with Object outline off: Color threshold = 10.0 Object outline = Off |
Color threshold = 0.1 Object outline = Off |
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Now the antialiasing of edges depends only on the Color threshold. By default, the Object outline option is on, meaning that the outlines of objects are always antialiased. If there are many small objects in the scene, this may slow the rendering. In that case, it's better to turn this off and use only the Color threshold to control image quality. On the other hand, if there are lots of fine textures in the image, which you don't want supersampled, you can simply turn up the Color threshold. In order to still keep object edges sharp, you'll need the Object outline option. The other options (Normals, Z-Value, Material ID) allow you to choose additional areas in which to force antialiasing. |