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>> Your solutions are:
>>
>> 1. Set the aa threshold to zero, and the sampling method and depth so
>> that every primitive gets hit when it is part of any pixel. This will
>> make things take longer.
>>
>> 2. Render at a much higher resolution with no aa at all, and then use
>> some kind of post-processing to combine each block of pixels into a
>> final pixel.
>>
> Those two solutions are equivalent: rendering with a aa threshold
> of 0 means that POV will always go to the maximum depth and average
> the results, which is more or less equivalent to rendering at a
> higher resolution and downscaling.
Well, it depends.
If you render at a higher resolution and then use a nice image
modification package, you could do a Lanczos resample or something,
which looks slightly nicer. But that's about it.
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