I have a problem when using a V-Ray sun or hdr images with enormous float values as light sources. This results in white spots/pixels in my renderings.
I understand that this is because the sub pixels are getting extremely large float values from the light source, and that when the sub pixel values are averaged, it results in overbright, white pixels.
My solution has always been to turn on sub pixel mapping and clamping with a value of 1.0. This definitely gets rid of these white spots, but it also clamps any float values in my rendering down to 1.0.
Am I destroying the exposure range of my 32 bit images by clamping down to 1.0? If so, how do you stay in 32bit yet get around the overbright pixel issue?
Basically I want all the value of a dynamic range that an hdr brings, but I can't have white specks all over my reflective surfaces.
Thoughts are appreciated!
I understand that this is because the sub pixels are getting extremely large float values from the light source, and that when the sub pixel values are averaged, it results in overbright, white pixels.
My solution has always been to turn on sub pixel mapping and clamping with a value of 1.0. This definitely gets rid of these white spots, but it also clamps any float values in my rendering down to 1.0.
Am I destroying the exposure range of my 32 bit images by clamping down to 1.0? If so, how do you stay in 32bit yet get around the overbright pixel issue?
Basically I want all the value of a dynamic range that an hdr brings, but I can't have white specks all over my reflective surfaces.
Thoughts are appreciated!
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