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