I'm trying to build together lighting passes in comp and am getting some ugly looking results from vray.
In the this example, I left out the spec (which also has errors which I will discuss in a later post) and am only looking at the diffuse result for now. To get this I multiplied the RawLight and Diffuse to get the diffuse lighting. The problem is the RawLight pass has clipped out values on it, which even if I clip them to 1 still gives incorrect results.
Here's the beauty. (Notice that the rim light spec on his head is very subtle here, but will get blown out on the passes):
and here are the diffuse and rawLight passes
Combined to gether with a multiply (and a clamp on the rawLighting) I get this obviously wrong result (notice the hard line in his cheek, and the shadow on his right shoulder):
I tried outputting a lighting pass instead, but this looks even worse:
What's going on?
I am working in linear space, with 16 bit exr renders, comping in Nuke.
I'm using Maya directional lights, and vraymaterial for the shirt and vray SSS2 for the head.
In the this example, I left out the spec (which also has errors which I will discuss in a later post) and am only looking at the diffuse result for now. To get this I multiplied the RawLight and Diffuse to get the diffuse lighting. The problem is the RawLight pass has clipped out values on it, which even if I clip them to 1 still gives incorrect results.
Here's the beauty. (Notice that the rim light spec on his head is very subtle here, but will get blown out on the passes):
and here are the diffuse and rawLight passes
Combined to gether with a multiply (and a clamp on the rawLighting) I get this obviously wrong result (notice the hard line in his cheek, and the shadow on his right shoulder):
I tried outputting a lighting pass instead, but this looks even worse:
What's going on?
I am working in linear space, with 16 bit exr renders, comping in Nuke.
I'm using Maya directional lights, and vraymaterial for the shirt and vray SSS2 for the head.
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