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10.0, 9.0, 8.0 or later
Linux, Mac, Windows
I created this gizmo to takle the bright pixels that are sometimes visible in the specular pass renders.
It generates an alpha mask based on auto calculations from the max values of the rd, gree or blue channels. Or you can use one of those channesl. There is a threshold slidet 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 avrage and fill those bright pixels.