Re: Chunky EXR highlights
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
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
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
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
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
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
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
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
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
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. ~~