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

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