Aliasing problem with reflections, need help !

J Reverb

L1: Registered
Dec 16, 2010
3
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.

71ldzk.png



Thanks. ;)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I think this is caused by how source computes dynamic reflections.
 

J Reverb

L1: Registered
Dec 16, 2010
3
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:
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
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.