Hobbyist game developer with a primary interest in voxel looking graphics and procedural asset creation.
Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials.
[Blog - 07/21/2014 - 10:17]
[News - 08/12/2011 - 01:39]