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" <[email protected]> wrote:
> 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 are applications that can do this for you. > > http://www.hdrlabs.com/sibl/software.html > > Anyhow, a bit late in the game, but I hope you solve it. > > regards > stefan andersson > > > > On Fri, Oct 26, 2012 at 8:58 PM, 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 > > > > > > -- > stefan andersson - digital janitor - http://sanders3d.wordpress.com >

