Second irony: this work will be projected at a very large size, on a theatre screen, so even the tiniest imperfection will no doubt be seen. Irony wants it that the animation I am working on are two living animal trophies, so during their gag they move but they also spend a lot of time still, which really puts a spotlight on the defect. It's really that bad, it's almost scary to look at. ![]() I can't spot the 001 brush you mention, but the one I am using is called "CK Hairy Toon (and a long list of numbers and underscores after that)" and it quivers like a centipede. As you noted, not all brushes seem to be affected. This really is a major problem with brushes. I know that's not much help when you have to do slower animations but it means you can possibly be selective about when you need to render at double res. You don't notice it nearly as much in snappy pose-to-pose style animation. (Will test this out today and post what I learn.)įYI, the 'chattering' issue is more noticeable with slower animations. HD materials (for view and world models) for all Half-Life 2 weapons including the: - Crowbar - 357 - Pistol - SMG - AR2 - Shotgun - Crossbow - Rocket Launcher - Grenade - Bugbait Credits: - The Coldsnap Leader/Vertthrasher: Original skins (he was listed a. ![]() If it does work, it might possibly reduce the render time and save you from having to scale down the render in comp. I haven't tested it yet so I don't know if this trick will actually work-I guess it depends on when Moho applies its anti-aliasing. My theory is that this might do something similar but using Moho's renderer instead. There's one more thing you might try: Set you're resolution to double size and use Moho's Render At Half Dimensions option. The downside, of course, is that doubling the project resolution increases your render time by 4x. The result is pretty decent and it's what I've been doing at work. The idea is to let the compositing program anti-alias the image. Render at double the resolution and then reduce the render in comp. The issue is still present but it's not nearly as noticeable. ![]() I find that a brush that's almost entirely gray seems to work better. In the meantime there are two workarounds you can do:ġ. I reported this issue a while back so hopefully they're working on it. I'm not sure if the problem is actually aliasing but it looks bad regardless. Even when you don't think you see it, if you really zoom in on the render, you can still see what appears to be aliasing. This problem seems to happen with all bitmap texture brushes. Yes, I've seen that 'chattering' brush problem too.
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