I'm not sure if the Material ID (being a material identifies) should present antialiasing.
I'll let you know what do we come with.
Could you please render the same scene with an improved engine and post the results to see what kind of improvement we need here?gotoxy av-media wrote:i thought by posting those issues it would be helpful for NL to improve their render-engine!
Of course, you're free to do that. It's already our part to improve it and not your obligation.gotoxy av-media wrote:i have found some more issues, which i would like to post in this forum...but i won`t, due to a lack of response...
I use it for subtle hue shifts/corrections post render.gotoxy av-media wrote: @bubbaloo
what is the purpose of mat/obj-id?
well summarized!Unlike Alpha Channel, Id Channels are not receiving the same implementation of pixel subsampling driven by the sharpness parameter. So, currently the antialiasing coming from Id Channels cannot perfectly match Alpha Channel. Naturally the difference is more evident in thin lines where antialiasing is heavily visible. In other words, Id Channels are not tied to Sharpness.
hmm, i don`t know what you are talking about?!Rendering a grid of thin mesh and complaining about "Id coverage of this object is not matching with alpha coverage ruins my work." sounds senseless.
thank you!Hmmm, I havent read the whole thread but I would like to add something constructive on the general subject.
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