Aliasing problem with reflections, need help !

Discussion in 'Mapping Questions & Discussion' started by J Reverb, Dec 17, 2010.

  1. J Reverb

    J Reverb L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    I am wondering if there is a way to solve the aliasing problem with reflective materials. If you look at the screen shot, the top circle shows the brushes with full anti aliasing set. However the reflection of the brush below on the material is still jaggedy. Any help would be amazing as I can't seem to find a way around this so far.

    [​IMG]


    Thanks. ;)
     
  2. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I think this is caused by how source computes dynamic reflections.
     
  3. J Reverb

    J Reverb L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    Yes, I'm wondering if there's any way to increase the resolution somehow. I'm sure it's possible although I get the feeling the values have been left low in the code for performance reasons. Just going to use refraction for now so it's not as obvious.

    It would be great to get to the bottom of this though, hope it's resolvable.
    :cordonedit:
     
  4. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,217
    As far as I know, that's just how the engine works — antialiasing is a post-processing effect, not something the cameras (including the player cameras) can do by themselves, so anything that involves manipulating raw camera data — reflections and in-game displays like the Breencasts — is only available in aliased form.