
Designed to deal with bright ‘blow-up’ pixels. Usually they appear in low-sample renders.
This gizmo tackles the bright pixels that are sometimes visible in the secular pass renders.
It generates an alpha mask based on auto calculations from the max values of the red, green or blue channels. Or you can use one of those channels. There is a threshold slider that sets the value of the bright pixels that are used for the mask.
After that you can set the erode of pixels that are used to average and fill those bright pixels.
How to use it
What You Do
What You Do
What You Do
What You Do