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Zeicon
05-09-2006, 07:27 AM
As the title says, how do I disable anti-aliasing completely. In the render options, I can only set it to "Low Quality", there seems to be no "Disable Anti-aliasing" option. Low Quality gives me pixel smoothing; I don't want none of that :/

Is it possible?

lazzhar
05-09-2006, 10:28 AM
If you're using Mental Ray then give both the Min Sample Level and Max Sample Level a value of 0.

TomD
05-09-2006, 11:11 AM
I haven't tested it but the folowing sounds plausible:

It may sound weird but if you select highest quality for edge antialiasing, a few options become available, like Multi pixel filtering.Select a box filter and for the x and y width choose 1 as value.
If it is still smoothing the pixels you might want to play with the RGB threshold value (also 1 I guess or 0 don't know for sure :hmm: )
Let me know if it worked.

Cheers

TomD

Zeicon
05-09-2006, 12:22 PM
I'm using Maya software renderer :/

pixel mixer
05-09-2006, 03:36 PM
use a mosaic/pixelize filter in a compositing program. it's easier!

Zeicon
05-09-2006, 09:11 PM
I doubt that will give me the results I want. I have a lamp shader with different colors. I want no transition whatsoever between these colors. However, the anti-aliasing gives me color smoothing....

Chris-TC
05-09-2006, 10:47 PM
If it is still smoothing the pixels you might want to play with the RGB threshold value (also 1 I guess or 0 don't know for sure :hmm: )
Let me know if it worked.


The sampling threshold is for adaptive anti-aliasing and has absolutely no effect if both min and max sampling are set to the same value.

What lazzhar suggested is correct. Setting both values to 0 will sample every pixel exactly once.

Emil3d
05-10-2006, 12:43 AM
This is directly from Maya help Low Quality
Fastest anti-aliasing setting. For each rendered pixel, two points are analyzed and used to determine which part of the object is visible, producing low quality edge anti-aliasing.It seems that one can't go any lower than that with the Maya software renderer. But here's a workaround, in the Render Options > Color/Compositing section you can uncheck Premultiply which will eliminate completely the antialiasing for the color only but not the alpha. If you want alpha too, just render again and assign to your objects completely white surface shader and use the resulting image for an alpha channel

pgraham
05-10-2006, 03:25 PM
uncheck Premultiply which will eliminate completely the antialiasing for the colorthis is not what premultiply does.

I've needed to turn off anti-aliasing as well and couldn't find a way in Maya software. In mental ray you have to set the samples to 0, and for some reason turn scanline to "rapid" in the raytracing section. That apparently disables multi-pixel filter.

Emil3d
05-10-2006, 04:12 PM
this is not what premultiply does... I tried it and this is exactly what it does if you render the object against a backtround. I suggested this as a workaround of course. Quote from Maya Help: ...If on, Maya renders objects so that they are not anti-aliased against the background. For example, a pixel on the edge of an object is not mixed with the background color. (In TIFF terms, Maya generates unassociated alpha.) If off, Maya anti-aliases objects against the background. Premultiply is off by default

lazzhar
05-10-2006, 08:11 PM
What about rendering with Maya Hardware? It sometimes give the same results as Mayasoft and you can turn off the AA easly there.

jeremybirn
05-10-2006, 08:37 PM
I have a lamp shader with different colors. I want no transition whatsoever between these colors. However, the anti-aliasing gives me color smoothing....
For that you could turn the resolution up to twice the width and twice the height, render, then scale down using nearest neighbor.

-jeremy

Zeicon
05-10-2006, 10:03 PM
So it's not possible to turn off anti-aliasing with Maya software renderer? I find that really weird... :/

pgraham
05-10-2006, 10:08 PM
If on, Maya renders objects so that they are not anti-aliased against the backgroundThis means that samples of the background are not averaged in to the pixel color, and it only makes a difference on the edge of the alpha. All pixels are still multisampled and averaged. Thus the varying colors of the lamp will not be aliased, only the boundary will appear jagged.
For that you could turn the resolution up to twice the width and twice the height, render, then scale down using nearest neighborThat will look "more" aliased but you're sampling nearest neighbors from a set of already antialiased pixels.

Zeicon
05-11-2006, 09:03 PM
bump

bump

Emil3d
05-12-2006, 01:42 AM
... it only makes a difference on the edge of the alpha...Yea, that is correct and I know this. I didn’t notice that Zeicon needed this for the interior of a surface and suggested this in case he needed this for the contours. Sorry for not being clear.bumpZeicon, if you tried Jeremy’s suggestion and it didn’t work, I think you are out of luck with the Maya software renderer. Out of curiosity, why can’t you use Mental Ray?

Another thing that might work is in post to increase the contrast. This should get rid of the smoothing along the edges.

jeremybirn
05-12-2006, 01:59 AM
Also, instead of just typing "bump," try to provide more info! Especially if you attach images, people can help more. Maybe there's a way to split the colors into different passes instead, or convert the texture's output into a file texture without antialiasing then hardware render, but first show us what you're dealing with, what's worked so far, and why you're having trouble with MR.

-jeremy

Zeicon
05-13-2006, 04:53 PM
I tried with mental ray. Min and max sample level set to 0. I still get anti-aliased edges :/

floze
05-13-2006, 05:17 PM
I tried with mental ray. Min and max sample level set to 0. I still get anti-aliased edges :/
Uhm.. I suspect you are referring to texture filtering maybe? If that's the case, try to turn off Filter type in your texture node.

Hint: Try to avoid bumping threads just for the sake of bumping it, that's really annoying and wont make you any friends..

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