Anti-aliasing settings

Use the Anti-aliasing settings in the Render Options pane to use and configure anti-aliasing when rendering the camera image.

You should remove the grid from your current camera when using anti-aliasing because anti-aliasing is applied to the grid as well as to models.

You should also hide objects such as Nulls, lights, cameras, and skeletons. These objects are also anti-aliased when anti-aliasing is activated, and slow the frame rate and rendering time of your scene.

Use Anti-aliasing option

Activate Use Anti-aliasing to blur the hard edges of your models in the display so they do not appear pixelated.

When this setting is activated, there is a brief pause as the scene is re-rendered. When this setting is disabled, anti-aliasing is not applied.

Intensity field

Double-click in the Intensity field to enter an Anti-aliasing value to increase or decrease the intensity of the anti-alias blur.

For best results, use a low intensity. The default setting is 0.78.

Because anti-aliasing blurs the entire image, a high intensity may blur important details.

Sample Count

This Anti-aliasing option concerns oversampling, which is a method used to determine the color of each pixel viewed by the current camera.

The resolution of the scene is not dependent on the number of pixels or scan lines. The unit of measurement is much smaller but must be adapted to pixels to be viewed by the current camera, and shown on the computer screen.

Use this field to enter the number of times each pixel is sampled to determine the pixel’s color. The higher the number of samples the more accurate the pixel color, but the longer it takes to render.

Use Accumulation Buffer option

Activate the Use Accumulation Buffer option if you are using a computer with a hardware accumulation buffer. If your computer is not equipped with a hardware accumulation buffer, a software emulation of the buffer is activated.

Note: The software emulation of the accumulation buffer may decrease computer performance.

For more information on buffer settings, see the OpenGL pane preference settings in the OpenGL Viewer Info window.