Hey-yall. Recently our studio has be cranking on particle fx- and a big part of that has been making fx sheets. Something that would help out our mipping greatly is the ability to pad the pixels on the alpha mapped edges with pixels of the same color. anyone know anything?
Good point, anti-aliasing and pre-multiply makes dilation more difficult. Here's an example with non-AA UVs. I prefer the more even results I get with Solidify. Xnormal has a maximum dilation of 32 pixels, while Solidfy does it all in one click. But in the end it's really just an aesthetic choice, both mip about the same.
Solidify wouldn't work in that case with haircards rendered against black background. It would dilate the black pixels on the translucent edges. So don't forget to do un-premultipled rendering or just divide 32bit exr color output by 32bit alpha in some linear environment like Blender compositing nodes. Could be done in…