- User Since
- Oct 13 2014, 11:17 PM (131 w, 6 d)
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Mar 22 2017
I also have struggled with this kind of artifacts and found a simple trick how to avoid them. Basically you can calculate a dot product between normal and incoming vector and attenuate the normal map where it could cause problems viz https://blenderartists.org/forum/showthread.php?382497-Black-material-artifacts-on-flat-angle-surface-areas
Mar 20 2017
Feb 19 2016
I think the biggest advantage of this AA patch is when you are using procedurally generated cycles materials, viz my procedural wood material https://developer.blender.org/T43388. With official Blender, the baked texture looks looks really awful and useless. Using this patch, the baked texture looks very nice and clean like the output from render. So, I hope this patch will be included in Blender soon, because I'm tired myself to compile Blender each time an official version is released to be able to use procedural cycles materials for baking. Even if this patch was turned off by default and was possible to turn it on by some command would be great. The picture bellow shows the difference of baking quality by official Blender and using this patch (both examples baked into texture 1024x1024).
Jun 18 2015
Apr 28 2015
Thank you Lukas Stockner! I compiled Blender with your AA fix and it really works even for concave meshes. I can finally use my procedural wood for my creations :-)
The picture bellow shows the amazing quality of baking with your AA fix compared to result from official Blender release.
Feb 6 2015
I tested the monkey head (without subsurf mod) and noticed the artifacts appear only along the triangle's edges where the mesh surface gets concave. On convexly curved surfaces and edges there are no artifacts. Hopefully this could be used to fix the problem. I still want to look closer on the filter algorithm.
Jan 29 2015
@marc dion (marcclintdion) I also have tried to bake Combined pass and set Sun as a light source, and it looked very well with my procedural materials (which use mix of diffuse and glossy BSDF shaders). But my mesh geometry wasn't so deformed. Maybe that problem might rise with baking highly deformed meshes?
Jan 23 2015
Jan 17 2015
I would like to ask if there is a technical reason why anti-aliasing doesn't work in Cycles Bake, when it can work in Render. Always when I create a procedural material, it looks great when rendered, but very crippled when baked. And obviously the current Samples doesn't help it in any way, because Render looks good even at 10 samples, but Bake looks horrible even at 500 samples. I noticed the only task where Samples helps is baking of AO.