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reflections/highlights/PBR


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Hi,

Another noobquestions on mantra...

I ve problems with glossy materials(standard reflective)...I m getting crunshy highlights ore blownout reflections(sparcles) although i ve increased the render and lightsamples...i use PBR

thx

You might try: increase your Reflect Limit, and/or play with the Color Limit rendering parameter. I'm not sure how much these will help you, but they're worth a shot.

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There's two aspects contributing to this issue:

- path tracers tend to produce these bright spots when the path misses light sources or (depending on the light falloff function) hit the exact center of the light source. This is normal and can be worked out by applying a maximum limit to the energy contribution of a path - which is what the color limit basically does. Per default it is set to 1024, which is ridiculously high for most cases (though accurate). For most scenes you will want to lower this. You scene specifically doesn't need more than let's say 3. You can add this parameter by using the "rendering parameters" drop down on the Mantra ROP and selecting "color limit" from the folder "Mantra 9.5", then clicking on the arrow that points from left to right.

- specular and reflection are the same in PBR. A specular call will reflect everything and every light, and a reflection call, too - this is the correct behavior, since "specular" as it is used in CG is just a computationally cheap shortcut to the reflection of light sources. Currently, you have set up your reflective shader to do both specular and reflection, which is basically the same, and it adds them together. In the micropolygon and raytracing engine, this setup is correct. In PBR however, you end up with double the reflection which makes it very, very bright. I dialed down one of those parameters to 0.

Is this how your scene should look like?

post-1116-1233495707_thumb.jpg

cheers,

Abdelkareem

linebend_x.hipnc

Edited by anamous
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Controlling light contributions in PBR still is pretty much in development, but in this case, to disallow the area light from appearing in the "specular" reflections, you should turn off the "specular contribution" switch on the light source.

cheers,

Abdelkareem

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ok ... sorry ... just to get sure ...

the reflections and the specular controls do exactly the same with PBR ...

That's not what I meant. Depending on the shader, the "specular" and "reflection" parameters could be weighted differently for example - in the context of traditional rendering, this makes some sense. However, in the context of PBR, both return the same visual results - a specular reflection in the physical meaning. I assume that the shader you are using sums these two terms, thus having double the amount of specular reflection - a quick fix is to turn off one of the two specular reflections. A correctly constructed PBR shader will only have one specular reflection term and apply the appropriate (fresnel etc.) weighting to it.

cheers,

Abdelkareem

Edited by anamous
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