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You have several options, IMO the best solution is to activate lens effects from the VFB, the glare of the light will hide the issue, it will look more natural too.
You can tune the effect to be more or less visible:
hi, thanks for the reply, can't use the glare as it affects the whole image especially around the windows where its brighter, so i tend to leave the glow off and do that in photoshop, unless there's a way to isolate it to just the lights
thanks I'll give that a go, it's a series of 20 images around an office space, is there a way to make the glow effect batch render, just the the light material in each render without clicking on the image
Your jagged edges are from super white pixel being next to darker pixels which cant blend well together where they meet...their values are too far apart. One way to fix this is to "bake in" your colour mapping. Most people work with tonemapping being a layer in the framebuffer, balance the lighting / shaders, and use glow to soften super whites as mentioned above. An alternative is to go to render settings, and turn on colour mapping in the actual render...this will bake the colour mapping into the pixels and compress all of those highlights. You have much less flexibility in the framebuffer to use layers, and also fewer options in post, but it will solve the jagged edges of super brights.
Also, Lanczos 2.0 is a sharp render filter, so that will also make jagged edges look extra jagged.
If those white light rectangles are actual VrayLights that are visible that could be your issue.
Make the lights invisible and put a self illuminated polygon (no shadow casting, no affect GI) in the same place (put the light in front of the polygon just the tiniest bit… don’t let them actually intersect or you can get flicker).
This way you see the luminous polygon, but get the effect of the light. You can control the polygon brightness to taste independently of the lighting effect.
If those white light rectangles are actual VrayLights that are visible that could be your issue.
Make the lights invisible and put a self illuminated polygon (no shadow casting, no affect GI) in the same place (put the light in front of the polygon just the tiniest bit… don’t let them actually intersect or you can get flicker).
This way you see the luminous polygon, but get the effect of the light. You can control the polygon brightness to taste independently of the lighting effect.
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