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  • Elongated glossy highlights

    Using Max 2012 x64 with vray 2.20.01.

    How can one most efficiently create elongated specular highlights on reflective/glossy surfaces in zero ambient light conditions? (i.e. the only light in the scene are the speculars)

    1) I tried VrayIES initially, which gives at best, elliptical highlights. (depends on the curvature of the reflecting surface and the positioning of the IES light and Camera – tricky to set up). Clean (no grain) and very fast render though!
    2) I next tried a long spline with thickness and added a vray light material. This works well except that the grain is very prominent and has a long render time.
    3) I then tried a long thin Vray light which gives a result similar to (2) also with long render times. Increasing the Vray Light Sampling subdivs helps a little but still far from grain free. Increasing the Adaptive DMC Max subdivs also helps but render times become huge and still the grain is noticeable.
    4) HDRI lighting would be impractical since I need to constantly animate the positions of the light sources to move the highlights around.
    5) I then found some area IES files which allowed for elongated speculars. I had to non-uniformly scale the IES to make it long and thin. The render was fairly fast but generates almost as much grain as (2) and (3).
    6) Lastly I went back to the point source IES files and adjusted the reflective/glossy surface material to have as much anisotropy as possible. I had to boost the power of the IES light a lot but the result was a lightning fast render, with no grain, great elongated speculars but not quite as narrow as I was hoping for.

    3 test renders:

    Click image for larger version

Name:	Test A - Thin VrayLight + NoAnisotropy.jpg
Views:	1
Size:	98.2 KB
ID:	874135 Click image for larger version

Name:	Test B - AreaIES+NoAnisotropy.jpg
Views:	1
Size:	95.1 KB
ID:	874136 Click image for larger version

Name:	Test C - PointIES+Ward-Anisotropy0.5.jpg
Views:	1
Size:	92.0 KB
ID:	874137

    So far I think (6) is the best way forward but would welcome any input that would help find a better solution for low/no grain, elongated speculars.

    Cheers!

    Edit: Just realised the anisotropy can be made thin enough with the anisotropy amount in the Vray material so no problem there!
    I guess my issue is resolved (for now!) however if there are any other methods to consider I would still be interested to discuss and test!
    Last edited by GrahamMac; 12-04-2012, 05:52 AM.
    Graham Macfarlane
    3D Studio Max, Vray and motion graphics specialist
    Elyarch Ltd - London UK

  • #2
    This isn't a direct answer to your question, more of a workflow suggestion. I wrote a script called "Tweaker" which allows you to easily render out iterations of different values for things (like materials: anisotropic amounts, color sliders, etc). It might help you get the exact look you want easily. It's on my site www.colinsenner.com. Just figured I'd mention it.
    Colin Senner

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    • #3
      Thanks Colin, I’ll check it out!
      Graham Macfarlane
      3D Studio Max, Vray and motion graphics specialist
      Elyarch Ltd - London UK

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