In theory the totalLight pass should be the same as the diffuse multiplied with the RawLight so:
diffuse x RawLight = totalLight
However when I do this in Nuke there are significant errors (white edges or "halos" on objects). (FYI I am working in linear using non-clamped multichannel EXR)
This is a bummer because it means that the lightSelect passes become pretty much unusable. (Please correct me if I am missing something here, I'd love to be wrong about this!)
Is there any way to fix this? It seems that Vray must be doing something different than Nuke since the totalLight does not have this issue.
diffuse x RawLight = totalLight
However when I do this in Nuke there are significant errors (white edges or "halos" on objects). (FYI I am working in linear using non-clamped multichannel EXR)
This is a bummer because it means that the lightSelect passes become pretty much unusable. (Please correct me if I am missing something here, I'd love to be wrong about this!)
Is there any way to fix this? It seems that Vray must be doing something different than Nuke since the totalLight does not have this issue.
Comment