Comments (5)
I'm not sure this is from MSAA - since pixelate is a post-process, I believe everything is still rendered at full resolution, then averaged down to the low-res output. So I believe this kind of super-sampled AA is just how the pixelate function works (correct me if I'm wrong). It sounds like you'd rather just render at extremely low res (which would be a lot faster anyway). This feels a bit more Three.js-level of API - can you help me understand your use case?
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I'm not sure this is from MSAA - since pixelate is a post-process, I believe everything is still rendered at full resolution, then averaged down to the low-res output. So I believe this kind of super-sampled AA is just how the pixelate function works (correct me if I'm wrong). It sounds like you'd rather just render at extremely low res (which would be a lot faster anyway). This feels a bit more Three.js-level of API - can you help me understand your use case?
Hi,
I checked out the MSAA filter, this is set to off as default so I don't think it's from that.
The Renderer applies a base anti-alias as default I believe. This usually can be turned off with the following code in threejs:
renderer = new THREE.WebGLRenderer( { antialias: false } );
I understand that because this is part of the core renderer setup process, it's not augmentable later on in a script so the switch would need to be part of a model-viewer embed tag. If this could be set to false by the user, the noisy edge would be removed from the pixelate filter.
I hope this helps explain the use case. Many thanks.
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I don't think you understood my comment. The base anti-alias the renderer applies by default is MSAA. I still believe what you're seeing is due to the pixelate function, not our anti-aliasing. Can you make a simple example using just the pixelate function from postprocessing (no MV) to show your desired behavior? I believe you'll find the same problem there.
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I don't think you understood my comment. The base anti-alias the renderer applies by default is MSAA. I still believe what you're seeing is due to the pixelate function, not our anti-aliasing. Can you make a simple example using just the pixelate function from postprocessing (no MV) to show your desired behavior? I believe you'll find the same problem there.
Hi,
The example I posted uses the following code, the pixelate effect is the only filter active https://modelviewer.dev/examples/postprocessing/index.html:
<example-snippet stamp-to="setup" highlight-as="html">
<template>
<!-- Use the <effect-composer> component inside the <model-viewer> element -->
<model-viewer autoplay ar camera-controls touch-action="pan-y" src="../../shared-assets/models/Horse.glb" scale="0.01 0.01 0.01" alt="A 3D model of a horse galloping.">
<effect-composer>
<pixelate-effect></pixelate-effect>
</effect-composer>
</model-viewer>
</template>
</example-snippet>
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I'm going to close this as intended behavior - this is how the pixelate effect works, which we didn't write; it comes from another library.
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