Now I see what you mean. The difference between LW and Blender is in sampling method. LW as a standard uses full sample, which mean it generates many renders and then combines them. Blender as a standard does only geometry outlines aliasing. If you want to have similar results either use full OSA in material or Save Buffers / Full Sample in render settings. You have also a sharpening filter in LW render - one can say by looking at edges, so use CatRom filter with adequate filter size. I don’t have idea if LW uses MipMapping for texture filtering so can’t help here.
image map pixellated at distance; crisp up close
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