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When using the Maya software renderer, the first section in the Render Settings window is called Anti-aliasing Quality, shown here, and contains all of the attributes for controlling the anti-aliasing in the current scene The Quality preset lets you choose from among six different options that set all of the attributes in this section These options range from Preview Quality, the lowest setting, to 3D Motion Blur Production, the highest, and slowest, setting For the most part, these Quality presets are all that you need to deal with when rendering most scenes However, additional tweaking may be necessary at times The attributes found in the Number of Samples section control the anti-aliasing for the scene The Shading and Max Shading attributes deal with how many samples are taken for each pixel, as discussed previously The Shading attribute sets the minimum number of samples used for each pixel for the entire scene It is most ideal to keep this setting as low as possible A value of 2 is probably high enough unless artifacts appear To make anti-aliasing more efficient, the renderer uses an adaptive algorithm that supersamples only the areas of the image that need it This adaptive algorithm is based on the contrast between the pixels in the image Max Shading sets the number of samples taken when the contrast between edges exceeds the values set in the Contrast Threshold settings Therefore, if the Shading attribute is set to 2, the renderer takes one pass at the image by sampling each pixel twice If the contrast between these samples exceeds the amount set in the Contrast Threshold settings, the renderer supersamples those pixels by the amount set in the Max Shading attribute
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Once the anti-aliasing process is complete, the image can be blurred slightly to get rid of any problems that the anti-aliasing process missed You can select a filter type in the Pixel Filter Type pull-down menu The Box Filter is the softest, while the Gaussian Filter is a bit sharper
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When the Mental Ray renderer is selected in the Render Settings window, the anti-alias quality settings can be accessed, shown here Mental Ray s anti-aliasing algorithm works similarly to the Maya software renderer s algorithm but it provides an additional optimization On the low side, Mental Ray has the ability to sample not just one sample for every pixel, but it can do, for example, one sample for every four pixels This is great when creating previews or even images that have a lot of solid colors Instead of setting the number of samples directly, as in the Maya software renderer, you set the Min and Max Sample Level attributes based on an exponent A value of 0 is equal to one sample per pixel A value of 1 means that four samples will be taken for each pixel A value of 2 will take 16 samples A value of 1 takes one sample for every four pixels The Min and Max Sample Level attributes are analogous to the Shading and Max Shading attributes in the Maya software renderer Min Sample Level controls how many samples are taken during the first pass of the render If the contrast values of these samples exceed that of the Contrast RGBA attributes, additional samples are taken The maximum number of samples taken is determined by the Max Sample Level attribute s value
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A rendering engine can use many different methods to calculate the shading of a 3D scene The renderer can consider all of the surface, material, and lighting attributes and calculate the final image in many ways The default renderer in Maya uses what is called normal vector interpolation shading This shading occurs by interpolating the vertex normals and shading every point
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