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Sometimes, when viewing your project after publishing, you will notice there are some jagged lines on your product. This is known as aliasing. There are a number of causes of this aliasing and it can be fixed in some situations.
Aliasing on intersecting geometryAnti-aliasing will fail for intersecting geometry. In this case there will be no multisampling or edge antialiasing across the join where the two triangles intersect. This is one example where the antialiasing won’t even activate, the effect will be whole pixels of either one triangle or the other, with no blurring/fading between them.
However, if both intersecting triangles are the same or similar colour, and the reflection is very diffuse and low contrast, the alias-line between the intersecting triangles should not be visible.
Aliasing on shiny surfacesIf you have a very contrasting material applied to an object, there is a change aliasing will occur. If you are struggling to get rid of aliasing then the only solution would be to blur the material more to reduce the effect until it is acceptable.
Aliasing on bump mapsYou will sometimes find that a detailed bump map causes aliasing problems on shiny areas. To try and reduce this effect you can slightly blur the bump map which will make the change in angle less dramatic and thus reduce any aliasing.Aliasing on bevelled edgesThe problem occurs when the thin triangles in a bevelled edge are thinner than about 1 pixel on screen, at this point the bright reflection of the environment map can give effectively a thin and contrasting triangle, at a point where there is no anti-aliasing (the anti-aliasing algorithm ignores edges on the same surface).
Three main solutions to reducing aliasing on bevelled edges currently exist:
- Less detailed bevels: Don't create 8 triangles round a bevel, just use 1 where possible. Keep in mind how big the object will look on screen - if no zooming-right-in is needed, you don't need ultra thin triangles.
- Different shader borders: The anti-aliaser will trigger on borders between materials, so if the bevel alternates between different surfaces - the antialiaser will do its best to smooth the edge.
- Blurred bevel material: If the bevel uses a material with much more blur, the sharp highlights on single triangles will be avoided, and the antialiaser will trigger between the bevel and the rest of the object.
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