Spectral Rendering Seams?
So I've been poking around the forum for the past hour, looking to see if anybody's cracked the problem with Spectral Rendering making the UV seams very, very obvious.
From what I've seen, the answer is either over my head, or "Just turn spectral rendering off."
But I've discovered just now that it's amazing at Rembrandt lighting, which I use often.
The two renders I've attached are identical scenes rendered for 1,000 samples each. The only difference is the first one has "Spectral Lighting" set to "Off", and the second has it set to "Natural, cie1964" (and the key light is multiplied by 2,500 lumens to compensate). Look at the shadows on her face. The fireflies that usually go hand-in-hand with high beam exponents and narrow angles are nearly gone. I presume this is similar to Blender moving from sRGB to Filmic color space? As I understand it, with the increased spectrum of light, tightly concentrated spotlights are much less prone to overexposing the image, and they actually become useful.
It's beautiful, except for those ugly seams on her lips and upper arms.
The only solution I did understand was to turn the measurement distance down to 0.015. Unfortunately, decreasing the SSS depth just made her look like she has an ugly fake spray tan.
So, any solutions? Please, I need this.
Comments
Fix it in post. Some skins and clothing work much better with spectral rendering. I've not found any way to get around the seams, but it's easy to fix in a decent image editor.
Would that work for the lips, though? There isn't any place I can use the spot healing brush to sample from.
I've had good luck using these settings for transmitted color and SSS color
I've never found lips a concern with the textures I've used with spectral rendering. Had to touch up the torso seams at the neck and arms. Leg seams are covered. Did not do anything with lips. This is Vo Rose (her page is gone, for some reason). Hers is the only PBR skin texture I've seen that I really like.