To solve this I’ve made a Camera-Object distance node related with the same texture at low res, but it don’t works fine once the transition is not the greatest/most realistic thing to see, and depending the shape or the size of the object the distance varies.
Thanks for the answer, I have set the AA to the temporal mode and set to epic at the scalability Sttings. That’s all I can do?
It didn’t change a thing
Well, assuming those are texture maps, mipmapping should help mitigate that. You can adjust the way mipmaps are computed in the texture editor. Also note that mipmaps don’t get calculated at all for non-power-of-two textures, so ensure your texture is sized properly first. My guess is it isn’t, since the default settings shouldn’t result in the sort of extreme aliasing you’re seeing here.