I want to create an isometric game, and therefore I want to use blender to create tile-map elements which I will compose together with Tiled Map Editor later on. I have followed several tutorials describing the camera settings. My setup looks like this:
You can clearly see that the cube is perfectly aligned within the camera. Even when maximizing zoom inside the 3d view, it does not miss a pixel.
Rendering this with cycles (128x18, hdr lightning, transparent background, png zero compression) gives me the following:
Doesn't look that bad, right? Well If I now open Tiled, creating a map with a Tile Size of 128x64 and use the image from before as 128x128 tile, I get the following result
One can clearly see the thin border around every tile. This is my problem. How can I prevent this from happening? Of course this is reproducible when concatenating images with paint, thus I have to resolve it either with blender or something in between blender and the map creation.
My guess is that it has to do with the anti-aliasing. When zooming in, due to the nature of anti-aliasing, some pixels are semi transparent.
Of course One could change the camera scale or the object size to counter that, but this will cause further issues as other edges are overlapping their "boundaries" then causing weird artifacts. Of course, I could increase size and then cut away the outer pixels with an exact mask, but doing so this starts to get really complicated.... Isn't there a better way?