SMAA bug on tiny geo.
See original GitHub issueDescription 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
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:
- Created 2 years ago
- Comments:6 (4 by maintainers)
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Top GitHub Comments
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.
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.