What kind of spec/reflection values are you using on the shader?


On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi <[email protected]> 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, 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 Fri, Oct 26, 2012 at 2:17 PM, Ed Manning <[email protected]> wrote:
>
>> 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 the
>>    Env_blur node to smooth it out.
>>    - use a color_basic node as a clipper on the HDR -- set the operation
>>    to "minimum," plug the HDR into one input, then set the other input color
>>    to the highest value you you can.  If you have serious problems, that may
>>    be R,G,B=1, but that would make your HDRI no longer HDR.  2 or 4 would at
>>    least represent 1 or 2 stops over white.
>>    - do the same thing with the surface shader that's giving you
>>    trouble, or use Felix Geremus's mia_architectural_advanced shader which
>>    include a clipping option.
>>
>> ed
>>
>>
>> On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi <[email protected]> wrote:
>>
>>> Having some issue with EXRs, specifically pixelated highlights.
>>> Initially I thought it was an anti-aliasing issue, but the same frame
>>> rendered result as a Softimage pic doesn't have that problem.
>>>
>>> Can someone tell me how to deal with this in either After Effects or the
>>> FXtree?
>>>
>>> Thanks,
>>>
>>> Eric
>>>
>>> --
>>> Freelance 3D and VFX animator
>>>
>>> http://vimeopro.com/user7979713/3d-work
>>>
>>>
>>
>
>
> --
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>


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