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Fireflies/Anti Aliasing

Discussion in 'Editor & General Support' started by lakru, Mar 23, 2011.

  1. GlitchInTheMatrix

    GlitchInTheMatrix

    Joined:
    Apr 12, 2010
    Posts:
    285
    in the last update of Unity 3.7, they didn't fix it ...
     
  2. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    True, I have same problem.
     
  3. jcarpay

    jcarpay

    Joined:
    Aug 15, 2008
    Posts:
    561
    This problem still exists today, would be nice to hear something from the Unity support guys.
     
  4. jcarpay

    jcarpay

    Joined:
    Aug 15, 2008
    Posts:
    561
  5. veddycent

    veddycent

    Joined:
    Jul 22, 2013
    Posts:
    108
  6. reddotgames

    reddotgames

    Joined:
    Apr 5, 2011
    Posts:
    705
  7. veddycent

    veddycent

    Joined:
    Jul 22, 2013
    Posts:
    108
    I know this is an old thread that a few keep bumping (including me) but Ill share my experience with it for others to see.

    I've experienced this with objects that animate in the distance. To fix it I let unity calculate the normal for the imported mesh instead of importing them. I did have to reduce the Smoothing Angle. I haven't tried smoothing with the same angle but its worth a try.

    So:
    Select your imported file, whether its and FBX, Collada, OBJ etc
    Under Normals and Tangents, change the Normal from Import to Calculate, then change the Smoothing Angle until it fixes it.

    As I said this worked for me because I've used LODs and it mainly happened on the low polygon version, where I set the smoothing angle to 0 but it also worked when reducing to 40.

    Hope this is helpful to someone.
     
  8. Wolfram

    Wolfram

    Joined:
    Feb 16, 2010
    Posts:
    255
    veddycent: Which shaders are you talking about, and which shaders are you using? If you read the thread you'll notice that 99% of the artifact discussed here are caused by an incorrect specular shader, not a problem with the meshes or normals themselves. Several possible workarounds were given how to prevent the artifacts from appearing.
    So, if you are using the standard Specular shader, why don't you simply use one of these workarounds?
    And if you do NOT use the standard Specular shader, please tell us which shader you are talking about, and post a before/after screenshot to demonstrate what you did. If the Unity normals calculation is fixing this for you, it may be in fact a problem with the normals in your original model, not with how Unity is behaving.
     
  9. veddycent

    veddycent

    Joined:
    Jul 22, 2013
    Posts:
    108
    It's a standard diffuse shader with a plain white te. I mentioned that I managed to fix it for my needs and thought I'd share my work around if others were at a dead end.