Thanks Maxime for the kind introduction. I am very happy to be a member of the Freestyle integration team. I was one of many Blender users who were eagerly waiting for the completion of the Freestyle integration, so that I understand the high and ever growing demand for Freestyle as a quality NPR renderer for Blender. I would like to do my best to facilitate the integration. In the next weeks, I will be working on better usability of the renderer’s (currently C++-like) Python API. I hope I will be able to make full use of my experience as a longtime Python programmer.
I merged the so-called antialiasing patch to the Freestyle branch. Now you can obtain antialiased renders. I believe the present implementation of antialiasing in Freestyle is useful and stable enough, but please note that this addition is HIGHLY EXPERIMENTAL. Technically speaking, the current implementation of antialiasing is based on OpenGL accumulation buffer and has required some global changes outside the Freestyle renderer. This means that
- Antialiasing may not work depending on your hardware.
- It might cause unexpected (I mean, bad) side effects in other functionalities of Blender.
- And thus it might cause data loss and other damages to your products.
So please use the Freestyle branch at your own risk. A good news is that the hardware-dependent implementation of antialiasing is temporary and will be removed when we move to a new renderer core that does not rely on OpenGL. One more news is that now the OSA settings for Blender’s internal renderer are respected by the Freestyle renderer as well. You can change the sampling level and disable antialiasing (although the use of accumulation buffer cannot be disabled).