Author Topic: white speculars...How do i get rid of this?  (Read 3004 times)

2020-09-14, 17:07:55

3DRenders

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Hi guys,

white speculars...How do i get rid of this?
My highlight compression is on 10...but regardless of what i put it on, it changes nothing

cheers
mo

2020-09-14, 20:32:25
Reply #1

maherkhedder

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Hi, could you please share an example scene so I can help you.

2020-09-15, 12:58:24
Reply #2

Beanzvision

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Is there any DOF in this shot? It's a bit hard to see being so small. Have you tried highlight clamping?
https://help.c4d.corona-renderer.com/support/solutions/articles/12000035830-what-is-highlight-clamping-in-corona-renderer-for-cinema-4d-
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2020-09-15, 14:46:49
Reply #3

3DRenders

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maherkhedder - Ok will have to make a scene

beanzvision - Yep all DOF & highlight clamping makes no difference... Have tried a lot of settings.
Attached a wider shot

2020-09-15, 15:44:56
Reply #4

maru

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maherkhedder - Ok will have to make a scene

beanzvision - Yep all DOF & highlight clamping makes no difference... Have tried a lot of settings.
Attached a wider shot

Highlight clamping has to help in this case. Please note that it's not "highlight compression" (the one you find in the VFB post tab), but "highlight clamping" in the frame buffer settings of the Render Setup.
Marcin Miodek | chaos-corona.com
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2020-09-15, 17:02:24
Reply #5

3DRenders

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Highlight clamping has to help in this case. Please note that it's not "highlight compression" (the one you find in the VFB post tab), but "highlight clamping" in the frame buffer settings of the Render Setup.
[/quote]

ohh ok i see i confused it with highlight clamping

2020-09-16, 08:42:36
Reply #6

3DRenders

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Thank you it was Highlight clamping! Not highlight compression i was messing with that made no difference...

Thanks all!!

2020-09-16, 17:51:42
Reply #7

maru

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Just remember that highlight clamping kills any high dynamic range in your image. So if you are planning to save in more than 8-bits and/or adjust the image in post, it's not a good idea to use it.
In such case you would have to make sure enough samples are devoted to rendering those problematic places, which usually means rendering for a longer time.
Marcin Miodek | chaos-corona.com
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