This topic describes the Plate Match/MAX R2 antialiasing filter.
(There are other antialiasing filters you can use. You choose the antialiaser from the Default Scanline Renderer rollout Antialiasing group Filter drop-down list.)
In versions of 3ds Max prior to R2.5, antialiasing affected only geometric edges, with the filtering of bitmaps being controlled in the Bitmap Map parameters (pyramidal, summed area, or no filtering). Current antialiasing filters affect every aspect of the object, filtering textures along with geometric edges.
While the method used in R2.5 and subsequent versions provides superior results, this method also produces inconsistencies when rendering objects that are supposed to match the environment background, because the antialiasing filters do not affect the background by default (FilterBackground=0 in the [Renderer] section of the 3dsmax.ini file or Customize menu Preferences Rendering tab Background group Filter Background). In order to correctly match an objects map to an unfiltered background image, you need to use the Plate Match/MAX R2 filter so the texture is not affected by the antialiasing.
There are three ways you can render objects to blend seamlessly into a background environment:
Use Plate Match/MAX R2 antialiasing when you need to match foreground objects with an unfiltered background, or when you need to match the antialiasing qualities of the 3ds Max 2 renderer.