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Suppress GI Chrominance?

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  • Suppress GI Chrominance?

    I have an architechtural scene that has some IBL with a daytime-shot HDRI in the environment slot. It is supplemented with a Vray light for the sun. There is a grey sidewalk that is picking up so much of the blue sky in the HDRI that the grey sidewalk is tinted very blue. If I turn down the object property's GI inheritance, I lose the color, but I lose the indirect lighting as well. Is there some way to keep the indirect lighting but supress its chrominance value?

    Or is there another approach that I am not yet aware of?

    Thanks very much,

    -Alan
    Last edited by Alan Iglesias; 25-11-2009, 12:39 PM.

  • #2
    turn down the gi saturation in the irradiance map settings.
    ____________________________________

    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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    • #3
      I'll try that Percy - Thanks very much,

      -Alan

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      • #4
        Originally posted by percydaman View Post
        turn down the gi saturation in the irradiance map settings.

        Wont that affect everything in the scene though ?
        Regards

        Steve

        My Portfolio

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        • #5
          Originally posted by stevesideas View Post
          Wont that affect everything in the scene though ?
          Yes it will!! It will de-saturate all GI colours

          You could try a 'DayLight' white balance on the Vray- PhysCam to correct the blue tint from the Sky GI.

          White balance can dramatically effect the colours in your scene...just as it does in real world cameras

          hope this helps

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          • #6
            If the sidewalk is the only object getting too much of a blue tint, i think the easiest (maybe not the prettiest) solution would be to just change the color of the sidewalk material... give the diffuse texture a little orange/yellow tint and it should look fine in the render.
            /k

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            • #7
              Thanks very much folks, for your comments.

              What I ended up doing is pretty much realizing that my scene needed some fundamental changes. I had the HDRI multiplier cranked up to increase overall ambient light, which of course also increased the saturation of its influence to the GI.

              But even with the multiplier down to 1 and the overall GI saturation levels lowered some, I found the sidewalks just too blue for my liking. I did consider playing with the diffuse aspect of the sidewalk's material, but decided to impart ambient light to my scene with the Environment Override color swatch, leaving it to nearly white, which took care of the blue sidewalk problem. The HDRI went in the Environment Override Reflection slot so I woudn't lose that aspect of the scene. I then increased the ambient light in the scene by using a large, planar Vray light set to be invisible, not affecting the specular, and with a rather low multiplier, just enough to add a bit of directional ambient light to an exterior scene that had no geometry to create any GI from that direction.

              Smple stuff, but I thought someone may benefit from it...

              Thanks again,

              -Alan

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