joshyclouds Posted August 19, 2018 Share Posted August 19, 2018 I've noticed in mantra when I'm using a shader that has a very low roughness the reflections of my environment light HDRI are blurred/low resolution compared to the actual image. Is there a way to increase the resolution that my HDRI is being sampled at in reflections? I've made a test scene here with a grey + chrome ball, and a perfectly reflective ground plane to show the issue. Thanks! envlight.hiplc Quote Link to comment Share on other sites More sharing options...
davpe Posted August 20, 2018 Share Posted August 20, 2018 not sure what I should be looking at at the picture. chrome balls look fine to me. is it the ground rendering wrong? personally I haven't noticed any issue of this kind sharp reflection always gives me sharp reflection... what kind of shader are you using? can you post a scene? Quote Link to comment Share on other sites More sharing options...
joshyclouds Posted August 20, 2018 Author Share Posted August 20, 2018 The shaderballs were to show that the reflection is sharp on that ground plane. If you look at the reflection of the HDRI in the ground and compare it to the HDRI behind the shaderballs it looks like it's a lower resolution in the reflection. There's a scene attached to my first post with the setup, the ground shader is a PBR reflection shader set to phong just to get sharp reflections. Cheers Quote Link to comment Share on other sites More sharing options...
davpe Posted August 20, 2018 Share Posted August 20, 2018 (edited) hmm, it certainly doesn't render right and there seem to be no way to fix it. haven't noticed it ever before to be honest (not even sure if it's always been like this). you should ask sidefx. I would consider it a bug. cheers. btw. in chrome ball reflections, i guess you're getting the same error, you just can't see it for the environment is rendered in much smaller area and the pixel coverage is much higher. Edited August 20, 2018 by davpe 1 Quote Link to comment Share on other sites More sharing options...
joshyclouds Posted August 20, 2018 Author Share Posted August 20, 2018 Thanks for having a look, I'll send sidefx a message. Yeah I hadn't seen it before but I was working on a shot where I wanted to see some reflections in a window last week and thats when I noticed it. I'll reply here if I find an answer. Quote Link to comment Share on other sites More sharing options...
lamer3d Posted August 20, 2018 Share Posted August 20, 2018 (edited) I've encountered this as well. Turns out, there is a HIDDEN mantra parameter, that controls resolution of environment maps! Why hide such important parameter is beyond my understanding. Edited August 20, 2018 by lamer3d 2 1 Quote Link to comment Share on other sites More sharing options...
davpe Posted August 20, 2018 Share Posted August 20, 2018 good shot lamer3d! in this respect (not only) , Mantra should really undergo some maintenance as that's not the only case where a vital function is not exposed by default. cheers. Quote Link to comment Share on other sites More sharing options...
br1 Posted August 21, 2018 Share Posted August 21, 2018 Totally agree with the fact that this should not be hidden. Maybe the parameter should be controllable per envlight as well. Quote Link to comment Share on other sites More sharing options...
joshyclouds Posted August 21, 2018 Author Share Posted August 21, 2018 Cheers lamer3d, thats perfect. Yeah I agree that it shouldn't be hidden by default, personally I'd prefer to set a specific resolution too. br1 I'm just having a look and you can set it per envlight I think, just add the attribute to the light not the mantra rop. Quote Link to comment Share on other sites More sharing options...
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