Id mask anti-aliasing bug (2.77RC2) #47798

Closed
opened 2016-03-15 09:01:51 +01:00 by s v · 6 comments

System Information
Windows 7 x64 , GeForce GTS 450

Blender Version
Broken: 2.77 (2016.03.07)
Worked: 2.76b

Short description of error
Weak anti-aliasing in new version. Tested on Cycles, both CPU/GPU. http://s22.postimg.org/annh1acs1/aliasing.png

Exact steps for others to reproduce the error
New scene -> Select 'Cycles render' -> Assign basic diffuse material to a default cube... -> ...and set it's 'Pass index' to 1 -> Enable 'Object index' render pass -> Render -> Set-up compositing nodes (as on image above)

**System Information** Windows 7 x64 , GeForce GTS 450 **Blender Version** Broken: 2.77 (2016.03.07) Worked: 2.76b **Short description of error** Weak anti-aliasing in new version. Tested on Cycles, both CPU/GPU. http://s22.postimg.org/annh1acs1/aliasing.png **Exact steps for others to reproduce the error** New scene -> Select 'Cycles render' -> Assign basic diffuse material to a default cube... -> ...and set it's 'Pass index' to 1 -> Enable 'Object index' render pass -> Render -> Set-up compositing nodes (as on image above)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @ssv_170379

Added subscriber: @ssv_170379

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2016-03-15 09:31:49 +01:00

This is an intentional change made in feb574f. The with old behavior was that it used to blur too much and didn't allow to re-combine multiple ID passes into a single buffer with proper values.

So thanks for the report, but it's not a bug.

This is an intentional change made in feb574f. The with old behavior was that it used to blur too much and didn't allow to re-combine multiple ID passes into a single buffer with proper values. So thanks for the report, but it's not a bug.
Author

I still need old-style smooth AA though. It was better for masking single objects. Have made a quick workaround for a simple scenes (see the file http://www.fileconvoy.com/dfl.php?id=g3505fc4ed8c0ea17999801181ffcba84d771b7199 )

  1. create material that maps Object ID from 0 to 2 to RGB components of an emission shader
  2. create a new scene, using 'Link objects' option
  3. on a newly created scene set 'Material override' to our material from pt.1
  4. use second scene output as a Render layer in working scene compositing nodes, where RGB channels provides ID's in range 0-2
I still need old-style smooth AA though. It was better for masking single objects. Have made a quick workaround for a simple scenes (see the file http://www.fileconvoy.com/dfl.php?id=g3505fc4ed8c0ea17999801181ffcba84d771b7199 ) 1. create material that maps Object ID from 0 to 2 to RGB components of an emission shader 2. create a new scene, using 'Link objects' option 3. on a newly created scene set 'Material override' to our material from pt.1 4. use second scene output as a Render layer in working scene compositing nodes, where RGB channels provides ID's in range 0-2
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Reference: blender/blender#47798
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