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  • HDRI reflections appearing pixelated

    Hi all,

    tried browsing forum but haven found an answer really.
    i am using quite big HDRI studio lighting in my dome light ...over 10K wide
    however,
    the reflections in objects appear VERY pixelated.
    is there any workaround to this?
    i ve tried upping the HDRI texture size in the dome light but it doesnt help :-/

    the only solution was to create a sphere around the scene and map it with an HDRI put into a vraylight mat

    any clues???

    i find this impossibility with tweaking the HDRI map proximity within the vray dome light rather dumb

    i am rendering 1600px big images...10K maps must be large enough to produce crisp reflections in my opinion..

    would be very glad for any help here

    Thanks a lot!

    Best Regards
    Martin
    http://www.pixelbox.cz

  • #2
    Maybe hide the dome light and put the same map in the reflections override?
    Nils Poetoehena
    3D Visualiser
    www.demanufacture.org
    www.gielissen.com

    Comment


    • #3
      yep that shoudl work but why in the world is it not doing the right thing in the domelight in the first place? ))

      i think the HDRI "size" shoudl respect the dome light radius at least
      Martin
      http://www.pixelbox.cz

      Comment


      • #4
        Can you post an example of what your image looks like?

        Originally posted by PIXELBOX_SRO View Post
        i think the HDRI "size" shoudl respect the dome light radius at least
        Nope, it shouldn't. The dome light is always assumed to be infinitely far away, by definition. Otherwise the math doesn't work (it could be made to work, but it's not straightforward).

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          A dome light isn't always the best format to use for reflections depending on the shape of your 3d objects. For example if you've got a flat wall, all of it's reflection rays might be pointing straight forwards and only end up hitting a few degrees of pixels of your full 10,000 pixel reflection map.

          Comment


          • #6
            here is the detail



            of course, the closer the object to the camera, the worse the problem gets.
            Martin
            http://www.pixelbox.cz

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            • #7
              thanks Joconell, yes i ve figured it out in the end thats why i used a sphere mapped with hdri wrapped around the particular place in the scene...worked well

              was just wondering why this cant be done with dome light directly

              but i understand what Vlado said
              Martin
              http://www.pixelbox.cz

              Comment


              • #8
                Oh, that. Select your light and type the following in the MaxScript listener:
                Code:
                $.dome_visibleOriginal=2
                and it should go away.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #9
                  great Vlado !!! Thank you!

                  can you be more specific about what exactly does this do???
                  Martin
                  http://www.pixelbox.cz

                  Comment


                  • #10
                    Originally posted by vlado View Post
                    Oh, that. Select your light and type the following in the MaxScript listener:
                    Code:
                    $.dome_visibleOriginal=2
                    and it should go away.

                    Best regards,
                    Vlado
                    Hi Vlado,

                    is there a similar option for the maya version or any other way to control the reflections/glossiness of the lightdome?
                    best regards,
                    sacha

                    Comment


                    • #11
                      Originally posted by PIXELBOX_SRO View Post
                      can you be more specific about what exactly does this do???
                      It just controls when the dome texture will be evaluated fully and when the values will be taken from the pre-sampled version specified by the "resolution" parameter. The presampled version is calculated faster, but is jagged. A value of 0 means that the pre-sampled version is used always; a value of 1 means that the presampled version is used for GI and glossy rays, and a value of 2 means that the presampled version is used only for GI rays. 2 should probably be the default, now that we have it.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

                      Comment


                      • #12
                        great! thanks..... i was gonna ask whether you d add a tickbox within the light parameteres
                        Martin
                        http://www.pixelbox.cz

                        Comment


                        • #13
                          Originally posted by Aquazum View Post
                          is there a similar option for the maya version or any other way to control the reflections/glossiness of the lightdome?
                          This should work fine in Maya by default.

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

                          Comment


                          • #14
                            Originally posted by vlado View Post
                            This should work fine in Maya by default.

                            Best regards,
                            Vlado
                            Yes, ist does I noticed that my problem is caused by a SSS reflection. Still trying to get completely rid of it.
                            best regards,
                            sacha

                            Comment


                            • #15
                              Originally posted by vlado View Post
                              It just controls when the dome texture will be evaluated fully and when the values will be taken from the pre-sampled version specified by the "resolution" parameter. The presampled version is calculated faster, but is jagged. A value of 0 means that the pre-sampled version is used always; a value of 1 means that the presampled version is used for GI and glossy rays, and a value of 2 means that the presampled version is used only for GI rays. 2 should probably be the default, now that we have it.
                              may I suggest to put this useful infos on spot3d, as well
                              Last edited by zeronove; 14-03-2013, 05:43 AM.
                              Alessandro

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