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"  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  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  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 
> 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 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  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  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  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 Gene Crucean
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 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  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  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 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
>
>


-- 
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 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  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  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  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 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
>
>


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


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
wrote:

> 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, 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  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  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 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  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  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  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
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  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  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 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  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 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  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 
> 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
>
>


-- 
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 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