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Ocean Area light highlights problem


blackchicken

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Hello I found little problem with specular-reflection of arealight on my ocean surface. Scene is from shelf with enw light-default dosh-sky and area light. It create white pixels, intensity does not work. Spot light has no this issue. But I need lit my scene by area light and want it global for all elements. Any idea?

post-4005-0-89956300-1404292648_thumb.jp

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Hi jan.

those white pixels are coming from the oceansurface shader Under the Reflection Angle .

kind of like you mentioned as you can see changing the Angle will make the "white pixels" change

 

 

The lighting obviously changes .

 

I just wanted to point this out. Maybe you already realized this.

 

 

Mangi

post-2848-0-82020300-1404463460_thumb.jp

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Hello I found little problem with specular-reflection of arealight on my ocean surface. Scene is from shelf with enw light-default dosh-sky and area light. It create white pixels, intensity does not work. Spot light has no this issue. But I need lit my scene by area light and want it global for all elements. Any idea?

Hi blackchicken, 

 

I think the intensity of the arealight sun is to intense in reflection, I don't know if there is a way to clamp these value, but you can on your arealight create a light Contribution component set it to reflect and uncheck the checkbox in front. It will get rid of the sun geo in your reflection which cause these intense spec.

 

I saw this on a post a month or two ago, I can't find it back... sorry

 

Hope it help.

 

Doum

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This is where exporting per light exports for Direct Lighting (per component) from the Mantra ROP come in real handy to debug stuff.

 

It is clear that these hot highlights are added with the named "specular" Reflect BSDF as added by the arealight1 Light object.

 

Having a "square" area light doesn't help the situation. Coupled with a reflection angle of 0 and a reflection intensity of 1 on the ocean water shader (razor sharp light reflections with a 0 degree cone angle variance) what you are seeing are lots of "square" light reflections on your ocean waves. I betcha it's not what you are after.

 

Change the Light type from Area to Sun. Now you can control the "softness" of the light reflections by increasing the Sun Angle. Yes the tool tip on that parm talks about shadow softness, but PBR render engine will also use this to soften the light reflections as well (please submit this as an RFE to have the tip amended). An angle of 5 is pretty sharp. Open up to 10, 20 and for real soft reflections set up to 50. That on top of opening up the shader's light reflection angle a very slight 0.001 from 1. Yes that makes a difference.

 

Finally with the per light exports, you have all the control you want in comp to blur out the light reflections all you want.

 

 

Btw with a nice sharp DOF and a real camera, you get these wonderful glints (hot spots) when photographing water for real, especially when the sun is facing the camera (I have a couple spectacular filters just for photographing water with the sun opposite you, my cottage on White Lake is PERFECT for these type of shots). Where you put your sun and your camera is a big part in rendering water. 

 

http://imagebank.osa.org/getImage.xqy?img=OG0kcC5sYXJnZSxhby01MC0yOC1GMzktZzAwNQ

http://ak.picdn.net/shutterstock/videos/561454/preview/stock-footage-sun-reflection-on-water-surface-with-dark-foreground-natural-background.jpg

http://static.panoramio.com/photos/large/10940990.jpg

http://ak9.picdn.net/shutterstock/videos/1513021/preview/stock-footage-sun-reflecting-off-the-ocean-water.jpg

http://gillizamastudios.com/blog/wp-content/uploads/2013/01/Ocean-Glint.gif

http://us.123rf.com/450wm/dima266f/dima266f1201/dima266f120100016/11875920-sea-water-background-with-sun-glints-closeup.jpg

 

You could use the bokeh option in the Camera object to add additional lens artefacts (recommended I guess).

 

Having said all this, there sure can be an issue with the Ocean Surface shader. Use exports and experimentation to isolate the issue then send it off to Support as a bug.

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On top of Mangi's post, If you want, you can also add a second sun, one for diffuse contribution, the other set up to only contribute to reflections and scale the intensity down on the second one to tame the bright reflections by using the contributions scope he mentioned.

Edited by old school
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And some test renders with 0.01 for reflection angle in ocean shader:

 

post-371-0-75665100-1404493650_thumb.jpg

Square area light from submitted file above. I guess this pretty much says it all...

 

post-371-0-26548900-1404493328_thumb.jpg

Area replaced with Sun with angle of 5 deg (default).

 

post-371-0-97712400-1404493337_thumb.jpg

Sun with angle of 10 deg.

 

post-371-0-47950000-1404493642_thumb.jpg

Sun with an extreme angle of 50 deg.

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