I have a scene that has a piece of foil in it, from a cigarette packet. It's a simple piece of geo with displacement mapping and bump mapping. I have the lighting and shading looking how I want it at 1080, but when I render at 4K it looks very different. At HD I get nice hot white highlights/reflections of the type you'd expect to see on such a material. The foil looks bright and of the correct lightweight paper-backed type.
But when I go to a 4K render, the appearance of this material changes drastically. The hot highlights are lost and it renders looking more like heavy foil, grayer and more like cooking foil that has been compressed.
Lighting is simple, using a dome light with HDRI mapping and a single rect light.
I know that resolution has always affected shading results to some extent, however this seems to be a very extreme case. Is there anything I can do to mitigate this, other than reworking the shader at 4K to try to get it back to where I want it?
But when I go to a 4K render, the appearance of this material changes drastically. The hot highlights are lost and it renders looking more like heavy foil, grayer and more like cooking foil that has been compressed.
Lighting is simple, using a dome light with HDRI mapping and a single rect light.
I know that resolution has always affected shading results to some extent, however this seems to be a very extreme case. Is there anything I can do to mitigate this, other than reworking the shader at 4K to try to get it back to where I want it?
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