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Aliasing on normalmaps? #2
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I´ve found a very interesting article... lmk watt u think about it https://blog.selfshadow.com/2011/07/22/specular-showdown/ it also shows this example also found this snippet of shader https://gamedev.stackexchange.com/questions/84186/fighting-aliasing-on-specular-highlights Maybe this is the most interesting resource i´ve found, babylon js does a kind of much usable apparently specular aa... looks babylon does something like enableSpecularAntialiasing on pbrBaseMaterial, that enables SPECULARAA definitions across some shaders |
Adding specular anti-aliasing sounds great, thanks for the suggestion and reference searches, we'll do some testing about this. |
Cool!, why maybe three didn´t steal from babylon? if the three famous (playcanvas), has same age and copy themselves? maybe is slow? looks like few lines in some shaders normal map aliasing is very UGLY! and looks very common in PBR world... Thanks! |
Let's reopen this issue until this this is resolved |
Hi, maybe it´s not really an "issue", but you know some trick to reduce what they call "specular aliasing"? only some kind of aa processing, or you know some trick on the hat?
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