I get jagged edges on my objects when I render at the final resolution. The mipmap filter helps but the only solution so far has been to render 2x or 3x the resolution and scale it down after the texture is applied. Is there a better way which isn't so slow?
I'm rendering 32 bit exr full float out of maya with 0,0 sampling. In After Effects I'm using the 16 bpc setting.
I'm using v2.2 of the plugin and AE cc.
I'm under the impression you want to avoid subsampling because it introduces placement error. I've cheated on some refracted objects but still get blocks. The placement image seems smoother than the resulting placement. I've recently started super sampling the 1x with min max of 2,5 and this seems to make a smoother image but doesn't eliminate the jaggies.
First try this: Set Warp Mode to CheckUVs - do you see white dots?
If so, set AE to 32bpc, still see white dots?
Set Max Samples to 1 instead of 0, white dots? (assuming this is Mental Ray)
Try another format (e.g. Tiff 32b float)
If UV are all fine (no white dots)
Does RE:Map Edge Threshold value help?
None of this? Can you send a pair of frames to techsupport at revisionfx dot com?