UV Pass aliasing problem

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Old 01 January 2013   #1
UV Pass aliasing problem

Hi,

I don´t know why the UV Pass is not anti-aliased. The quality of the borders is low, even with better anti-aliasing quality in Quality tab.

How can I fix that?

Thanks,
 
Old 01 January 2013   #2
Enable filtering in the pass attributes.
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Old 01 January 2013   #3
Thanks, man, but I made this before and it didn´t work...
 
Old 01 January 2013   #4
You're right. filtering doesn't work for that pass... well, why would you want an antialiased uv pass anyway? it will mess up the RGB values and the compositor will no longer apply the textures correctly I think.
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"No, the movement is good, it just has to travel faster from spot A to spot B in the same amount of time."
 
Old 01 January 2013   #5
Because the texture applied inside compositor keeps the alias... But I will try a solution: I will make a contribuition pass for every object, and generate a Coverage pass for each one. So, inside compositor, I can extract alpha with anti-aliasing, beacuse coverage pass is anti-alising.

Thanks,
 
Old 01 January 2013   #6
In fact, I decided to use miLabel for each object, so I can separate them in post. But the file with the IDs is alised too. Well, I will try to solve this in post too...
 
Old 01 January 2013   #7
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