Files containing mia_material and HDRI rendering might produce spikes in the reflection when switching to 32 bit floating point
The following is the render with 8 bit and when switching to 32 you see the “un-smoothed” reflection.
this is a natural result of HDR rendering.
A sub-sample intensity spike will light-up a pixel and not its neighbors, which may look like poor filtering, but it is really just a limitation of the camera model.
Some advanced lens Shaders will solve the problem by clamping or damping color values downstream of the exposure control (or other tone mapping), but before filtering, resulting a higher quality and visually pleasing output.
I used the mia_exposure_simple and dropped the gamma to 1.00 (to match the render) this improves the render and helps eliminate these spikes.
Thanks to Turner Studios for providing us with the scene file
Note: you can also use mib_lens_clamp





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