Sorry, I finished up, got renders off and left for the day and didn't see
the additional posts. The area lights helped and thankfully we could get by
with pics for this shot instead of exrs.
On Oct 28, 2012 3:19 AM, "Stefan Andersson" wrote:
> Usually this happened (in my own experience) when you
Usually this happened (in my own experience) when you have a EXR
(float) that is crisp and you use it for both lighting and reflection.
So my suggestion would be:
1.) Blur the crap out of the EXR and use it for FG lighting
2.) Tonemap and make a 8-bit image to be used as the reflection map.
There
Can we see what the problem area looks like?
On Fri, Oct 26, 2012 at 1:00 PM, Eric Lampi wrote:
> I'm using the arch shader, the problem highlights are from a spec only
> infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7
>
>
>
>
> On Fri, Oct 26, 2012 at 3:20 PM, Gene
The problem is the light type. Switch to an area light, and the hot
speculars will go away. Lights without area mess with physically-based
shaders, and such shaders have to deploy hacks to get around lights without
any area because they are not physically correct.
If switching to an area light wit
I'm using the arch shader, the problem highlights are from a spec only
infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7
On Fri, Oct 26, 2012 at 3:20 PM, Gene Crucean
wrote:
> What kind of spec/reflection values are you using on the shader?
>
>
>
> On Fri, Oct 26, 201
What kind of spec/reflection values are you using on the shader?
On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi wrote:
> OK, I was afraid it was something like that. Well, thanks for the tips
> everyone, I was hoping it could be done in comp.
>
> I don't have very hot values on my lights, reflec
OK, I was afraid it was something like that. Well, thanks for the tips
everyone, I was hoping it could be done in comp.
I don't have very hot values on my lights, reflection cards or environment,
but I'll have a look at the advanced shader, seems like the clipping option
is what I need.
Eric
On
Are you lighting with ibl or do you have an HDR environment for FG lighting?
If you have small ultrabright light "sources" in the HDR, they are very
hard to sample accurately and your higlights may get 'fireflies."
Some things to try:
- make the illuminating HDR very low resolution, and use
here is an option for that, with
> subpixel aa its working quite good, for mr I think there is some mib shader)
> -try not to have reflectance in material close to 1.0 (white)
>
>
> From: Eric Lampi
> Sent: Friday, October 26, 2012 7:11 PM
> To: softimage@listproc.autodesk.**com
>
an option for that, with subpixel
aa its working quite good, for mr I think there is some mib shader)
-try not to have reflectance in material close to 1.0 (white)
From: Eric Lampi
Sent: Friday, October 26, 2012 7:11 PM
To: softimage@listproc.autodesk.com
Subject: Chunky EXR highlights
Having
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