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 ?
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 ?
Replies
http://www.bencloward.com/tutorials_normal_maps11.shtml
Used a normal shader that is linked there with 0.5 gamma (for anyone using C4D reading this ..lol) http://planetpixelemporium.com/tutorialpages/normal3.html
Looks exactly like Xnormal in engine, but now with unbelievable AA and I can even bake proper AO right out, making this all so much easier YEAH
Thanks a lot guys!
Try baking out with a plane behind the mesh that's aligned to the camera, then you can bake out a separate alpha mask. Although, ideally you'd have some kind of edge padding that would be applied to the normal, but not the alpha.