{"id":635,"date":"2009-01-18T16:12:23","date_gmt":"2009-01-18T22:12:23","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?page_id=635"},"modified":"2012-02-21T17:18:33","modified_gmt":"2012-02-21T17:18:33","slug":"introduction-to-anti-aliasing","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/635\/3d-tutorials\/introduction-to-anti-aliasing","title":{"rendered":"Introduction to Anti-Aliasing"},"content":{"rendered":"
Hello Everyone,<\/p>\n
So we’ve all heard about anti-aliasing, but what is it really?\u00a0 In this tutorial I’ll be giving you a background on what anti-aliasing and sub-sampling mean in 3dsMax so that you can jump into a production setting with some understanding right off the bat.\u00a0 We’ll start off by looking at anti-aliasing in the scanline renderer, followed by sub-sampling in the scanline renderer and mental ray, and finally we’ll review anti-aliasing in mental ray.<\/p>\n
Rendering in 3dsMax is a very literal process.\u00a0 The renderer takes samples of what the camera sees and converts them into pixels.\u00a0\u00a0 Only the geometry at the very center of the pixel is considered.\u00a0 Sub-pixel sampling and anti-aliasing are two sides of the same coin.\u00a0 One operates before the pixel is rendered, while the other operates afterward.\u00a0 Sub-pixel sampling is the process of taking more than one sample per pixel and blending them together before the pixel is returned as part of the image.\u00a0 Anti-aliasing is taking the pixels after<\/em> they’ve been produced in the image and blending them together to remove harsh edges.<\/p>\n