I have some AA problems when rendering materials with very bright highlights. For the moment I´m rendering a car interior that has some cromed parts, and edges where a highlighted side meets a darker side of the object gets “edgy”. I have tried fixed up to 6 subdivs but it doesn´t help.
tick the sub pixel mapping in the colour mapping section. should do it
Nah, it got a bit better, but it´s not as good as it should be.
what AA method are you using. Stay away from ones use image sharpeners.
i double that!
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i posted about similar issues a few times already. since a bunch of builds this IS a problem. It also causes nasty white spots in glossies that reflect HDR (either environments or bright vraylights or bright reflectionplanes.) And the only solution posted so far was clamp outut + subpixelmapping…wich is a no-go. I wanna render out full float to do propercomping, not render fullfloat and clamp things right away…
Regards,
Thorsten
Here’s an explanation of why you’re getting the problem - http://joconnell.com/view.php?category=3d&view=28 but unfortunately as thorsten mentioned it means you can’t use a full float workflow.
Unfortunately, there is no good solution for this. It’s an “either-or” situation; you can’t have both full floating-point output and nice antialiasing of highlights. If you wish to keep the floating-point values, one good solution is to blur slightly the bright areas after you’ve done the compositing - this works well, since in practice, you will get glows there, if you were to take a photograph of the scene. Also make sure you don’t use sharpening AA filters (Catmull-Rom, Mitchell-Netravali etc).
Best regards,
Vlado
wouldn t those bright spots in a photo bloom?
i suppose thats the sollution…to bloom those areas in post…
:?
I would be perfectly happy with bright highlights. But the white dots appear all over the place. And the AA on detailed Chromeparts goes completely fubar if values above 1 are reflected along the sillouttes. ![]()
Thorsten
In that case maybe you can try using only highlights, or highlights+perfect mirror reflections?
Best regards,
Vlado
got trouble thinking straight atm as am beyond 30 hours of work right now heh. Once this deadline is met or missed (
) i’ll try to prepare some examples what i mean.
Thorsten
dig in dude, dig in!
Lele
i see… i think i know what u mean… i ll try nd dig smth up later tonite!
I´m testing some renderings atm where I have one black leather steering wheel on a bright white background. I was rendering with fixed 4 subdivs and thought that the edges looked to rough, so I increased subdivs to 8, and then the edges got even worse. This should be impossible…
I´m using mitchell btw.
Percydaman, what do you mean by “what AA method are you using. Stay away from ones use image sharpeners.”?
what I mean was stay from AA filters such as Catmull Rom, Cook, and to a lesser extent Mitchell.
Yeah I know, catmull is to hard. But michell use to work. I have tried Area but it didn´t fix the problem.
Well, you could always cheat it if the rendertimes aren’t that high - clamp the output and render out a few different exposures and combine them into an float image in post.
Nope, they are to high.
Well, solution that works for me - you have to render original sized pict, then two times (or smth) bigger. Then, in post, blend 'em. That’s it ![]()
We’re tired of this HDR overbrights too, but there’s nothin’ to do about, except another hour for stills and a quarter for animations.