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SMAA bug on tiny geo.

See original GitHub issue

Description of the bug

On tiny geo shows hard edges and pixels.

To Reproduce

const smaaImageLoader = new SMAAImageLoader()
    smaaImageLoader.load( (e) => {
        const smaaEffect = new SMAAEffect( e[0], e[1])
        smaaEffect.preset = SMAAPreset.ULTRA
        smaaEffect.edgeDetectionMode = EdgeDetectionMode.DEPTH
        smaaEffect.edgeDetectionMaterial.setEdgeDetectionThreshold(0.02)
        const smaaPass = new EffectPass(camera, smaaEffect)
        composer.addPass(smaaPass)
    })

Expected behavior

Not that weird behaviour. Pixels shows awkard like without antialiasing.

Screenshots

image

Library versions used

  • Three: 124
  • Post Processing: 6.21.3

Desktop

  • OS: [e.g. Windows 10]
  • Browser [e.g. Chrome 0.0.0.0]
  • Graphics hardware: [e.g. NVIDIA GTX 1050]

Mobile

  • Device: [e.g. iPhone6]
  • OS: [e.g. Android 10]
  • Browser [e.g. Firefox 68.11.0]

Issue Analytics

  • State:closed
  • Created 2 years ago
  • Comments:6 (4 by maintainers)

github_iconTop GitHub Comments

1reaction
Mateo150commented, Apr 28, 2021

Have you tried EdgeDetectionMode.COLOR? That should work much better with your scene.

smaaEffect.applyPreset(SMAAPreset.ULTRA);
smaaEffect.edgeDetectionMaterial.setEdgeDetectionMode(EdgeDetectionMode.DEPTH);

Both gives me the same results as I have actually. Keep having those hard pixels wich are no present, for example, with antialiasing of renderer (without post).

My “solution” was change the geometry to make thicker this filaments. image

0reactions
vanruesccommented, Apr 28, 2021

My “solution” was change the geometry to make thicker this filaments.

That’s a reasonable solution 👍

FYI: MSAA has access to more fine-grained depth information and would probably manage to antialias these thin polygons. SMAA, on the other hand, operates at a later stage, so if the input colors are already jumbled and broken, then there’s nothing that can be done to bring the information back.

Read more comments on GitHub >

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