Enhancing Graphics with Anti Aliasing in Three.js and WebGL

While spinning my model with an orbiter, I am experiencing some issues with anti-aliasing.

Currently, I am using the following renderer:

renderer = new THREE.WebGLRenderer({ preserveDrawingBuffer: true, antialias: true });

This setup has helped somewhat, but the issue still persists.

https://i.sstatic.net/GjpM5.jpg

When in this position, it appears to be fine:

https://i.sstatic.net/KKOss.jpg

Does anyone have any suggestions on how to resolve this? Any additional ideas or code samples would be greatly appreciated.

Thank you.

EDIT:

I have made the following addition:

renderer.setPixelRatio(2);

This adjustment has significantly improved the results (see image below), but there is still a slight issue present. Does anyone have any other suggestions?

https://i.sstatic.net/h4hKD.jpg

Answer №1

I'm not entirely certain if this solution will work, but it's definitely worth giving it a shot. By following the example provided below, adjust your textures' anisotropy setting to match the renderer's maximum level of anisotropy (I'm using the webglrenderer). This adjustment should improve anti-aliasing on the texture and help reduce jagged lines, similar to what is seen in the initial image.

Set the texture.anisotropy value to match renderer.getMaxAnisotropy().

Answer №2

Do the lines have a texture to them?

I encountered a similar problem before where my texture would appear blurry depending on the camera position not being directly above it. Perhaps this solution could work for you:

texture.minFilter = THREE.LinearFilter;

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