Blender 2.40 Radiosity edges has no AA

I have a simple blend file that uses radiosity that I made with blender 2.37a and when I render it with the new CVS version or the 2.40 version that was posted today I noticed that the edges of the objects that emmit (Round Objects on left and right of image) are jagged and renderd with no anti aliasing even though I have set the OSA to 16 and I was wondering if this would be fix later on or where would I have to post this bug?

pic made with 2.37a

pic made with 2.40 that was posted today
![ things.jpg]( things.jpg)

I’m sorry, but those edges look smooth to me!

When Blender renders an image larger than the window it’s rendering to, it resizes on the fly and the result as displayed is often jagged, but the image in the buffer is fine.

Have a look at the image as saved instead of as rendered.

Sorry wrong links…

pic made with 2.37a

pic made with 2.40 that was posted today

I have been having trouble getting the correct links. Is hard to link to a file with a space in its name.
These are the actual pictures that I rendered.

Check your OSA settings, esepcially which OSA filter you used for both. 2.40 has some new AA features. Maybe that’s what’s causing the difference.


Here is the link to the new AA stuff.

I use the original blend file and rendered both with blenders internal renderer.
The one I made with 2.37a had OSA set to 5 and when I used 2.40 I noticed the difference and tried (the seconde render that you see here in this post) with a setting at OSA 16 in 2.40.

Are the new AA for the blenders internal renderer or yafray?

Are the new AA for the blenders internal renderer or yafray?

They’re for the internal.


Thanks Boder for the link it all makes sense now.
and thanks to DwarvenFury and Ammusionist for your time

I posted this question at another forum that will remain nameless and out of 29 view no one took the time to post not even a guess. :frowning:

…again thanks alot you guys. :smiley:

Just something new to learn and remember in blender now. :smiley:

Sorry for bringing this back up to the front again but I have been using the new AA features in blender but it seem that although the emmiter edges look better when I used different sampling setting, it still lack the AA that is applied to the rest of the scene.

Its even sub standerd than that of older version of blender.

again this is for renders that use radiosity… emmiter look like they dont AA well.

That is something that changed obviously, you have to use the unified renderer to get correct antialiasing for emitters if you use radiosity rendering.

I don’t know whether it’s a bug or a feature, but it’s for sure not documented (or I’ve not noticed it).

Hi there -

I’m new to Blender but I can tell you a little about HDR - this looks like a problem of bit depth or a range of values in the image. What happens with very bright HDRs, especially with reflections, is that you get values that are very high next to values that are very low, and the difference in the values is too great to anti-alias smoothly.

Think of it this way -
If you anti-alias a group of 100% white pixels with a group of black pixels, you get a line of 50% white pixels between them.

But with HDRs you can have pixels that are 10,000% white. Anti-alias this with black and you get 5,000% white, which is still 100% white on our monitors. You get no grey, so it looks as if it hasn’t been anti-aliased.

Perhaps the newer renderer is actually using the higher bit-depth now, whereas before it flattened the data down to 32 bit during the rendering process.

That’s a guess anyway :smiley:

If you can turn down the intensity of the HDR it might help

Did Blender get 32-bit color depth? Did I miss something? I know you said you’re new to Blender but maybe you came across a release note that I missed somewhere along the way.

I’ve been thinking a lot about color depth in Blender lately and wondering if and when Blender would step up from 8-bit graphics. 32 bit? 16-bit would be great as far as I’m concerned.

Unless someone’s found a way around it, you have to have high-bit-depth/ more than 8 bit per channel render with HDRs. I don’t know what the ‘minimum’ is, but Lightwave’s for example is 128 bit total.

Just to clarify when I said 32 bit before I meant 32 bit ‘total’, meaning just r,g,b and a in the renderer.

When I said I’m new to Blender, I mean spanking new :smiley: like 6 hours! So I know nothing about Blenders renderer in particular.

I think that Blender processes images at 32 bits per color channel. To save that image, you can click the FBUF button in the Rendering Context, Output Panel. Then you can apply various post-processing effects like gamma, hue, saturation, … while still keeping the high-resolution buffer. At the very end it is translated to normal 8 bits per color channel.

not to break the flow of the 8/32/whatever bit conversation, but it loos to me as if it’s jsut the white circles on the outside edges and in the reflection that need AA. everything else seems fine.

I use the Unified render button and the glass cup went black LOL!

toby, I didn’t use an HDR for this image…it is a simple radiosity render.
and the round objects on the left and right side are emmiters. There
is another emmiter behind the camera.

I did a little more digging and fond out that the first image that I posted that said it was made with 2.37a was infact made with blender 2.36 and is the one that renders the emmiters with great AA on the edges…

I guess hardly anybody really uses emmiter in there render as part of the scene. usualy the emitters a off camera.

As a side note
I wanted to post the .blend file so that anybody who has 2.36 and 2.40 can see and the difference but I dont know how to post a .blend file to this post