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