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<body class='hmmessage'><div dir='ltr'>That could be even better and more flexible. IMHO this could also help hair rendering with Hair BSDF potentially,<div>since it involves reflections, it gives fireflies quite easily, thus having this indirect clamping could preserve</div><div>hairs direct highlights and get rid of bright pixels from indirect.</div><div><br></div><div>One of the most fireflies-prone setup is tiny radius spot-point lights lighting sharp glossy.</div><div>I've made a super simple scene (in the link) showing this, using MIS and/or filter glossy doesn't help,</div><div>the only thing helping is clamp but then we loose the whole tone range.</div><div><br></div><div>Link to the scene - <a href="http://www.pasteall.org/blend/26752">http://www.pasteall.org/blend/26752</a></div><div><br></div><div>Thanks. MG</div><div><br><div>> From: brechtvanlommel@pandora.be<br>> Date: Wed, 5 Feb 2014 17:03:46 +0100<br>> To: bf-cycles@blender.org<br>> Subject: Re: [Bf-cycles] Clamping just secondary rays<br>> <br>> Yes, I can see that would be useful. We could split up the clamp<br>> option in direct and indirect parts so you can still clamp direct as<br>> well but less.<br>> <br>> Brecht.<br>> <br>> On Wed, Feb 5, 2014 at 12:05 PM, Marco G <digitalbath86@hotmail.com> wrote:<br>> > Hi all,<br>> > i was wondering if current clamp option is affecting every ray (also direct<br>> > ones), and maybe it could be made to affect just secondary rays to clamp<br>> > fireflies from glossy bounces etc, while preserving direct<br>> > highlights/reflections on shiny objects. Makes sense?<br>> ><br>> > Regards, MG<br>> ><br>> > _______________________________________________<br>> > Bf-cycles mailing list<br>> > Bf-cycles@blender.org<br>> > http://lists.blender.org/mailman/listinfo/bf-cycles<br>> ><br>> _______________________________________________<br>> Bf-cycles mailing list<br>> Bf-cycles@blender.org<br>> http://lists.blender.org/mailman/listinfo/bf-cycles<br></div></div>                                            </div></body>
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