pixelated outlines needs fixing?

So I’ve had this problem before and used premul to fix it. All the textures have the premul button hit on f6. The sequence seems ok when rendered with the premul button. When i add the sky in the sequencer with alpha over the image becomes pixelated - eg inside the rings

Anyone know what the problem is or how i can fix it??


Any takers?

it’s hard to make anything out…
A brighter render maybe?

Have you tried using FSA instead of OSA?

If you click on the pics i’m sure they’ll be clearer dude.

Haven’t tried FSA before - actually don’t know what it is but i’ll presume its another form of the OSA button with the 5,8,11,16 choices on it?

The problem is that the images that you’re compositing already have a “Color” premultiplied into their alpha channels so when you alpha them over something without that same color they stick out like a sore thumb. If those are images loaded into the compositor that are alpha over use an “Alpha Convert” node set to “Premul to Key” B4 piping into the alpha over node, then be sure to click the “ConvertPremul” button on the alpha over node. This will remove the color matting from the alpha channel thereby eliminating the halo effect that you’re seeing.

If those are simply two separate scenes being compositer together then make sure that the scene on top is rendered with the “Key” option set on the Render tab.

FSA is altogether different from OSA. If those are separate scenes (as opposed to an image composited on top of another image or scene) and you render with FSA then then the alpha channel type will not matter because Blender will do all of the antialiasing in post via a sequence of keyed alpha images.

FSA virtually eliminates any type of “Matte Edge” artifacts (alpha channel, depth channel, objectID, etc…) for any images that were created in Blender. You have to click on the “Save Buffers” button first which will then reveal a button labeled “Full Sample”. Compositing overhead grows progressively slower with higher levels of samples because the compositing gets done for each sample B4 the final composite gets assembled (ex. FSA 5 requires 5X the node calc time that an OSA composite would require). FSA level 5 is generally sufficent for most animations and is definitely worth the wait. This is definitely the coolest feature I’ve ever seen in any graphical software and I predict that the ability to render and/or composite via FSA buffer sequences is likely to be adopted by most if not all 3D and compositing softwares at some point in the future due to it’s unparallelled effectiveness.

Yes. Thank you.
I know what a thumbnail is.
I’m just suggesting that you render it again, but this time with good lighting.
Maybe then it would be easier for people to help you.
forget it…

So haven’t had a chance to look over what you’re saying rambo baby - but will do tomorrow. Sounds complicated though - but sure i’ve got this far. Will keep ye posted

Ok Finally got around to solving the issue - well kinda. Used the fsa on it and the outlines are gone so happy days.

When i render in fields though the image becomes very dark - ie the first field is fine, the way it should be but the second is very dark and seems to render this way. Any ideas?