Quality in UV pass?

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  07 July 2013
Quality in UV pass?

Why STMap rendering map with no same resolution/noise over UV pass?

I was render UV pass from XSI with mib_texture_to_vector shader to rendering data from uv coord.

After, in Nuke I use shuffle to switch RGB channels to forward channel, and STMap op to remap, but the quality is less that original map.

  07 July 2013
this looks like some artifacts in your uv pass.

did you render it in 32bit float?
some antialiasing going on? maybe some gi ligthing on (looks like low quality/less rays)?
  07 July 2013
Yes, I save in 32bit .exr format.

I make some changes in render uv pass. Constant shader instead lambert for not render diffuse shading, and UV coords are in correctly position. Another change, I turn off antialiasing and remap with STMap looks better. However the quality of remap without AA is still not good for me.

What's the method to add AA to UV pass in composition?

  07 July 2013
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