1
$\begingroup$

I read in a recent post that you can simulate a light being visible to the camera by adding an object and using the following node setup:

enter image description here

It works as intended, but creates jagged edges:

enter image description here

There is a workaround to get rid of the jagged edges by connecting "Is Camera Ray" to the "Strength" input of the "Emission" node:

enter image description here

Great!, but now the object becomes dimmer:

enter image description here

How can I have a non-jagged light source while maintaining brightness?

$\endgroup$
  • 1
    $\begingroup$ You can increase the resolution of the render or the filter size for AA. $\endgroup$ – Robert Gützkow Sep 22 '19 at 7:34
  • $\begingroup$ @rjg Sorry, the renders I provided aren't the final render - I just whipped them up for this question. I usually render BPT @ 250AA. Even when the entire render looks like a photograph, the lights come out jagged. Anyway I came up with a solution - I'll post it shortly. $\endgroup$ – gatzkerob Sep 22 '19 at 14:28
  • $\begingroup$ @rjg I meant "Dim", not "Jagged". $\endgroup$ – gatzkerob Sep 22 '19 at 14:35
  • 1
    $\begingroup$ There is a big difference between jagged edges or a wanting a brighter light. It doesn't make sense to plug the Is Camera Ray into the emission strength. It's either 1.0, when it's a camera ray, or 0.0, when it's not. Instead you can just use your emission node and set the strength directly (+1.0 if you want to have the same value as when adding it to the Is Camera Ray value). Anything that isn't a camera is already transparent when using the mix shader setup with Is Camera Ray as factor. docs.blender.org/manual/en/latest/render/shader_nodes/input/… $\endgroup$ – Robert Gützkow Sep 22 '19 at 14:48
  • 1
    $\begingroup$ The cause it that there is large difference in values when comparing samples that hit the light vs. the ones that do not. This causes a sharp transition between pixel values even after AA. The effect is less pronounced with a dimmer light. There are three approaches: 1. render at higher resolution (and then scale down) 2. Larger AA filter size or 3. Use a glare node to give it a soft glow. $\endgroup$ – Robert Gützkow Sep 22 '19 at 15:13

Browse other questions tagged or ask your own question.