Smoother Diffuse Shading in Development

24192af78a.jpg When using multiple lamps, it is often evident that the light boundaries give a banding effect. Using Cubic correction of the diffuse values, the light boundaries are blended, providing significantly improved results.

Regular Diffuse:

b71ffbbd1b.jpg

Using "Cubic" option:

24192af78a.jpg

For more details, go here.



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16 Responses to “Smoother Diffuse Shading in Development”  

  1. 1 Felix_Kütt Edit Link

    \o/ that be a great addition to the shading options!

  2. 2 mookie Edit Link

    Will it work with every diffuse shader?

  3. 3 andy Edit Link

    mookie: yes.
    it significantly changes the look of some shaders, though. and it's obviously not physically accurate. that's also the reason why this isnt the default setting for all new materials.

    .andy

  4. 4 Ben Edit Link

    It's already in the SVN, or at least this Windows build here: http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=560
    Looks to be a good option to have as that banding has bugged me before.

  5. 5 AniCator Edit Link

    I always wondered why Regular Diffuse had those sharpened light fades. Is that what it's called?

  6. 6 qwequ777 Edit Link

    very nice new feature :)
    apparently someone read my posting that I'd be interested in news concerning the developement^^
    thanks

  7. 7 panzi Edit Link

    Compiling from SVN… :)

  8. 8 PapaSmurf Edit Link

    Yea! When I was making all the lighting rigs examples for the wiki, I saw that banding and spent a lot of time tinkering to try to get it removed by using different fill lights. While I was eventually successful, this option will save time. Thanks!

  9. 9 Tynach Edit Link

    But if it is not physically accurate, then why is it desirable?

  10. 10 andy Edit Link

    because physical accuracy doesnt always lead to the best results :)

  11. 11 Nico Edit Link

    I'm not trying to be picky here - but the 'best result' usually derives from physical accuracy, doesn't it? The way I understand it it's not physically accurate on the 1-lamp-1-object-level but still gives a more accurate impression as in reality the light bounces are far more complex than what can be achieved with a classic 3-point-lighting (for example). Is that true? I think Tynach's question is valid.

  12. 12 Lee Edit Link

    Hmm. I think well blended shading is much more physically realistic than color bands that appear from nowhere. I'd like to see this being the default, unless it's honestly worse than those bands (which I've seen many times before giving up and using yafray).

  13. 13 CGuy Edit Link

    Nico,
    physically accurate is very processor intensive. short of rendering in indigo, or some other physical based renderer, everything you make in blender is at best an approximation. this is just another approximation that looks good for somethings, without increasing rendertimes extraordinarily. not to mention, it isn't always part of the style to be photoreal. alot of stuff is cartoon, where a band is extremely distracting.

  14. 14 Tynach Edit Link

    Heh. Trouble is, I see those "bands" in real life, and, after testing the feature myself for a few minutes, always came to the conclusion that the "bands" look more realistic than the cubic softening.

    Sorry, but although this is OK for lighting a model, it is NOT ok for using for a final render, at least for trying to achieve photo realism.

    By the way, I have gripes about 3-point lighting anyways. I don't use it. In fact, I try to stay away from it.

  15. 15 DramaKing Edit Link

    I never really noticed that effect before. I can, however, tell the difference between the two quite easily.

  16. 16 Shaw Edit Link

    Just a quick question: are these renders linear or gamma correct? That could have a significant impact on how the final gradient looks.

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