Lighting & rendering · Beginner
Anti-aliasing
Smoothing the jagged stair-step edges in rendered images
Also called AA
What is anti-aliasing?
Anti-aliasing is a set of methods that smooth the jagged, stair-step edges that appear when a sharp 3D edge is drawn on a grid of square pixels. It works by blending edge pixels between the colors on either side, so lines and curves look clean.
Think of it like this
It is like drawing a slanted line on graph paper: shade the squares it half covers in gray, and from a distance the line looks smooth.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Render: Lighting the scene and turning it into images or video.
How anti-aliasing works
- 01A diagonal or curved edge only partly covers some pixels.
- 02Without anti-aliasing, each pixel is all one color, so edges look like steps.
- 03The renderer takes several samples inside each edge pixel, or across frames.
- 04It averages them, giving in-between shades that read as a smooth edge.
Where anti-aliasing is used
- Clean edges in games and viewports
- Smooth thin details like cables, hair and fences
- Final renders where stair-steps would look cheap
Beginner tip
In offline renders, anti-aliasing comes from your sample count and pixel filter. If edges still look rough, raise samples rather than sharpening, which brings the jaggies back.
Terms related to anti-aliasing
- Lighting & renderingRender samplesHow many light paths a renderer averages per pixel: more means less noise
- Lighting & renderingRasterizationThe fast way games and viewports draw 3D, by filling in triangles on screen
- Lighting & renderingReal-time renderingDrawing 3D images fast enough to react instantly, as in games and viewports
- Lighting & renderingFirefliesBright speckled pixels that scatter across a path-traced render
- Lighting & renderingRenderingTurning a 3D scene into finished images or video frames
- Texturing & materialsMipmapA smaller, pre-shrunk copy of a texture used for distant surfaces
Anti-aliasing FAQ
Updated October 29, 2026 · Browse all 3D terms