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  • #16
    Re: Kitchen

    You might find that most of the bleeding comes from the primary bounces, as those usually have more strength and more distinct direction. A simple way around this is to precalculate the irradiance map with either a white material or a undersaturated version of the color that you are using. After you load render out the IR map, save it, load it up, and change the color of the material back to the original you should be fine for having less color bleed.

    Here are two examples...The first has the technique described above, and the second is done normally. No color bleeding on the first because it was originally calculated as white. I'm not really sure why the first came out darker though....oh and it was about 1:20 min to calculate the IR map for the first one



    Damien Alomar<br />Generally Cool Dude

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    • #17
      Re: Kitchen

      Did you use a LC pass?
      www.simulacrum.de - visualization for designer and architects

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      • #18
        Re: Kitchen

        No...just qmc. It was just for example purposes, so I didn't worry about it...
        Damien Alomar<br />Generally Cool Dude

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        • #19
          Re: Kitchen

          thank you Damien.
          But it completely remove the bleeding.I would like to still keep it,just lower it,I will try with saturation and see what happens.

          Renee

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          • #20
            Re: Kitchen

            yea decreasing the saturation will be your best bet if you just want to tone down the bleeding. I just posted those so you could see that the whole range was possible.
            Damien Alomar<br />Generally Cool Dude

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            • #21
              Re: Kitchen

              while looking for a solution I found that tutorial,I know it is for max there is a cool material that vray as implemented could be interesting having it for VfR

              http://www.cg-files.com/VrayColorbleeding.html


              Renee

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              • #22
                Re: Kitchen

                Believe it or not there is a current bug that you can get to work for your advantage. Right now the Sketchup 2sided material has a bug where the back material is not taken into consideration when doing GI calculations, only the front material. So basically set the back material to the material you want to be rendered and set the front material to the material you want for the color bleeding(white or unsaturated or whatever). Now all you have to do is make sure that the backface is facing the camera and your good to go.
                Damien Alomar<br />Generally Cool Dude

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                • #23
                  Re: Kitchen

                  Originally posted by dalomar
                  No...just qmc. It was just for example purposes, so I didn't worry about it...
                  Ah, good. My suggestion to decrease the secondary GI engine multiplier base on the usage of LC. But the problem could be, that not only the color bleeding is decreased, also the general bleeding.

                  I have done a test like your scene, Damien, but get not such a very strong color bleeding. All my settings are so, that it is approx. physical correct - LC usage with multiplier 0.8, gamma correction and decay for the light.

                  http://www.simulacrum.de/download/In...ightTest02.3dm

                  PS: ALTO, should we open a new thread?
                  www.simulacrum.de - visualization for designer and architects

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                  • #24
                    Re: Kitchen

                    Originally posted by Micha
                    PS: ALTO, should we open a new thread?
                    This discussion could be helpful for other users, so i think it's a good idea!
                    ;D

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