Is there a way to fix this aliasing? It's only this bad when my Gloss and Spec levels are high, which is kind of needed for this. I tried changing the filters for the textures I used, but nothing changed. I searched "AA" in the console, but MSAA doesn't work in the Editor. Since it seems to be pretty tricky to set up a free flying camera(with no hud/character) in game mode, I'm relying on in-editor screenshots, so MSAA won't work.
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Also, just noticed the typo in the title. :poly136:
Hmm, I'll try the screen resolution thing. Haven't been using CryEngine for more than a few weeks, so I'll see if I can find something for that.
I painted my normals for nDo2, but I agree, I may blur my normal a little. Currently, I have a better quality just by lowering the gloss and specular power a little and giving the spec color more of a tint closer to the light color. Would be nice to get the full gloss SSR though, so I'll mess with the Normals. Thanks
That's why I mentioned taking screen caps at double the resolution.
You can use the command (in the ... console variables) custom res height and custom res width, just put in a number that is double your current screen resolution and you should be able to capture large images.
I can't find it, but there was a posting on PolyC where someone showed the difference between functional bevels. They used a gun sight as an example. Maybe it's on the wiki, I just can't find it at the moment.
Sorry, this is super old now.
If I remember correctly, this was around the time when 3.5 came out. The issue was related to the small Normals/POM and the high gloss.
However, for portfolio shots, I always change the AA anyway with r_AntiAliasingMode 1 or 2 for SMAA 1TX or SMAA 2TX, respectively.