Re: Chunky EXR highlights

2012-10-28 Thread Stefan Andersson
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 ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.com 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


Re: Chunky EXR highlights

2012-10-28 Thread Eric Lampi
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 sander...@gmail.com 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 ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.com
 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



Re: Chunky EXR highlights

2012-10-26 Thread piotrek marczak

pic is 8 bit, exr are floats
your highlights are overexposed thats why you won’t have good aa on them
its often happening when you have superbright (sub)pixel(s) next to darker 
ones

you can either
-put on glare on those in post (like in real cameras..)
-pre-clamp pixel values (in vray there 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
Subject: Chunky EXR highlights

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



Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
Yeah Piotrek nailed it.

If you can't adjust the light, then the spec/refl most likely needs to be
turned wayy down. Personally I always try to dial in the coefficient before
doing any kind of clamping.




On Fri, Oct 26, 2012 at 11:04 AM, piotrek marczak piotrek.marc...@gmail.com
 wrote:

 pic is 8 bit, exr are floats
 your highlights are overexposed thats why you won’t have good aa on them
 its often happening when you have superbright (sub)pixel(s) next to darker
 ones
 you can either
 -put on glare on those in post (like in real cameras..)
 -pre-clamp pixel values (in vray there 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 softimage@listproc.autodesk.com
 Subject: Chunky EXR highlights


 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-workhttp://vimeopro.com/user7979713/3d-work




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Chunky EXR highlights

2012-10-26 Thread Ed Manning
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 ericla...@gmail.com 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




Re: Chunky EXR highlights

2012-10-26 Thread Eric Lampi
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 etmth...@gmail.com 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 ericla...@gmail.com 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


Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
What kind of spec/reflection values are you using on the shader?



On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.com 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




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Chunky EXR highlights

2012-10-26 Thread Eric Lampi
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
emailgeneonthel...@gmail.comwrote:

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



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.com 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




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Chunky EXR highlights

2012-10-26 Thread Amaan Akram
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 with a very small area is feasible, give it a
go and the speculars will go away.

amaan

On 26 October 2012 21:00, Eric Lampi ericla...@gmail.com 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 Crucean 
 emailgeneonthel...@gmail.com wrote:

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



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.comwrote:

 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




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com


Re: Chunky EXR highlights

2012-10-26 Thread Gene Crucean
Can we see what the problem area looks like?

On Fri, Oct 26, 2012 at 1:00 PM, Eric Lampi ericla...@gmail.com 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 Crucean 
 emailgeneonthel...@gmail.com wrote:

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



 On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com 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 etmth...@gmail.com 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 ericla...@gmail.comwrote:

 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




 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~