Jump to content

anti aliasing in post


rogue3d
 Share

Recommended Posts

I read an article in a 3d mag recently (3d world, I think) that you can turn off the AA filter in Vray (or any renderer) and do the AA in post. Also, that this technique would work on images up to 3000 px. But it didn't say how you go about doing it in post. I'm not sure if it's a simple blurring or is it more involved. The searching I've done has lead to real time rendering in game engines, not taking a raw render into Photoshop and applying AA.

 

Any ideas?

Link to comment
Share on other sites

Depends on whether you're talking about an AA filter or AA all together. I don't use a filter in vray because it adds to render times and sharpening in post allows for more control IMO. I would suggest having no filter selected unless you're suffering from a moire effect, which can be somewhat overcome with certain vray AA filters.

 

If you're talking about turning off AA all together and having a post-prod application be able to handle this for you in post then that's a different story. I can't imagine that it would be possible to anti-alias a flattened RGB pass in post but if you were, for example, compositing an RGB pass onto a backplate, then i think you might be able to do some AA work on the edges in post.

Link to comment
Share on other sites

I read an article in a 3d mag recently (3d world, I think) that you can turn off the AA filter in Vray (or any renderer) and do the AA in post...

 

Would that be, perhaps, by finding edges to create a mask and Gaussian blurring? What was the technique the article suggested? There's also the obvious method of render without AA to 1.5x or 2x the final size and down-scaling, letting Photoshop do it's interpolation.

 

However, vRay links AA to GI (QMC) so I do not know if turning off AA would cause a resulting problem with GI. What I also do not know (and hope someone will post to answer) is whether vRay applies in some 3D way or on the 2D result while outputting the RGB final.

Link to comment
Share on other sites

However, vRay links AA to GI (QMC) so I do not know if turning off AA would cause a resulting problem with GI. What I also do not know (and hope someone will post to answer) is whether vRay applies in some 3D way or on the 2D result while outputting the RGB final.

 

Sounds like the kind of thing only vlado would be able to answer accurately. I could speculate but that would be fairly pointless...

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...