If you have a room with a nice red carpet. lets say its kinda darkish red. or maybe a building next to a parking both have a bad color bleeding side effect that has gotten on my nerves for a while. the carpet will color bleed onto the walls and roof. sometimes its way too much for my liking. so you say " ...ok.... well lets just use the saturation control." however the saturation control is global not just for the carpet. not only that. the carpet is dark so even though its an unsaturated irradiance map its still a dark on loosing some of your precious light. also in my dark bathroom scene i had this same problem. in a parking lot the dark grey surface darkens my buildings. would be nice to just have a white ground there to give nice light bounce huh. well. you can have it if you want. basically try this out. create a quad patch grid and paint it purple. then put a teapot on it. next create a quad patch grid thats sliiiiiightly below the other grid and paint it light grey. on the purple grid in max object properties turn off cast shadow. then in vray properties turn off generate GI and the affect GI options. therefore it wont affect the white plan under it but it will still recieve GI. the white plane under it is more or less whats generating the bounced GI off the ground. hope this has been helpfull. ill probably try to make it an official tut on my website
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Pesky Color Bleeding
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Some local controls for this would be easier Local saturation of GI, or simply a different material for GI calculations only. (i believe brazil has this)
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they would be. this however isnt the wishlist section so i thought id share this trick(tip, tutorial. which ever you prefer to call it hehe)
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