May 292016
 

I was quite surprised how much the choice of anti-aliaser affects a render. Here I’ve rendered a scene with all the 3DS anti-aliasers, to compare how they fare. The scene is a ring (which you might wear on a finger), using Neil Blevins beautiful gold material. The subject is 5 intersecting toruses, scanline renderer, with an HDR skylight based on Desk_Sm_Blurry.hdr. I discovered that all the anti-aliasers are very susceptible to the radiosity quality, there is a huge difference in the artifacts between the 85% default and 99% radiosity that I used.

Area, nice at first glance, but a bit cartoony

loops05Area

Blend, not suitable for this kind of texture

loops05Blend

Blackman, a little blurry but quite realistic

loops05Blackman

Catmull-Rom. Convincing, but a little too much

loops05CatmullRom

Cook Variable. Very crisp in the highlights, a bit blurred elsewhere

loops05Cook

Cubic. Poor unlit areas

loops05Cubic

Mitchell-Natravali. Crisp compromise, my favourite

loops05MitchellNetravali

Quadratic. A little surrealist and over-smoothed

loops05Quadratic

Sharp Quadratic. A little better than the basic quadratic, but still too smoothed

loops05SharpQuadratic

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