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
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
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