If youve got a 2.0 bright pixel beside a 0.0 pixel then again you get (2.0 + 0.0) / 2 1.0 or normal white. In the future, this check-box will most likely be ignored and color mapping will be applied or not, based on the type of render element, with no option to change it. If youve got a 1.0 pixel beside a 0.0 pixel and you want to anti alias the edge, itll probably just be a case of finding the average between the two, so (1.0 + 0.0) / 2 0.5 or a middle grey, all good. You can disable this behavior by unchecking the checkbox marked in this screenshot: What are your color mapping settings ? In V-Ray for MODO, I am incorrectly applying color mapping to some render elements, which shouldn't have it applied, like Diffuse Filter. I'm a final year student at BU university so apologise if my industry knowledge isnt quite up to scratch.Are you using V-Ray for MODO or V-Ray for Max/Maya ? and I have separate raw light select passes for around 10 lights.ĭoes anyone have any suggestions? I have a dropdox set up with my network and a frame of my exr in. I think it is something in my render settings or how I have set up the scene which is causing this? I ve tried a bunch of things Including 'consider anti-aliasing' and it doesn't seem to make a difference.Īll the objects are on one layer etc so the alpha does not contain edge pixels for overlapping geometry. I'm rebuilding in nuke and have checked all the comp possibilities. and I am getting what looks like anti-aliasing hot edges or something on the rebuild that isnt in my beauty pass. Hey sorry to hijack the thread a little but I don't seem to be able to start a new one and this is relevant.Īnyways.
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