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  • Colour bleeding

    How can I controll the colour bleeding of materials in my scene?

    Sorry for the newbe question

    Craig

  • #2
    Post a pic so we can see what it is thats blowing out.
    Try putting a VRay Mat'l wrapper ontop of the mat'l that is blowing out and reduce the GI receive, this is an issue I've had.

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    • #3
      Will do I have a tight deadline for this project si I am not ghing to use GI but I will post an image soon.

      Cheers,
      Craig

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      • #4
        Try to keep the secondary bounce around .5 or so
        As I understand it a saturation control is being added to a future build
        to help with this.
        "It's the rebels sir....They're here..."

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        • #5
          hmmmm, strange. if you're NOT using GI, there should be no color bleeding at all since there is no indirect illumination involved. it would be like scanline with a fast Vray raytracer wothout GI.

          JG

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          • #6
            Sorry it has taken me so long to reply to this, I have been very busy.

            I did start using GI in the scene but because of the colour bleeding being too strong in the scene I just used plain old direct lighting.

            I am starting to mess around with Vrays GI now I have some spare time. Has there been any progress with the colour bleed controlls? A controll similar to FR's would be amazing

            Craig

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            • #7
              well. i know others and i have asked a few times if there can be a control to desaturate the light energy bouncing off or an object. this way we dont look any GI amount, yet we still eliminate the "too strong" color bleed problem

              ---------------------------------------------------
              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

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              • #8
                I agree, we NEED a desaturate control!!!

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                • #9
                  this had been talked about for some time (in the past 2 version of the board)
                  at the moment I am only aware of a couple of ways to keep it reasonable
                  one is to keep the secondary strength around .5 or so, the higher the number the more color

                  the other is a fR (spit spit) trick, create a light colored version of the actual mats, even if is a bitmap, just take an average color
                  render and save the IRMap, then apply the actual materials and render
                  using the saved IRMap.

                  this worked at one point, stopped when I switched to using lower secondary values. it works(ed) great for fR

                  to my knowledge a saturation controller is to be added to a future version
                  "It's the rebels sir....They're here..."

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                  • #10
                    ... making it controlable per object would be cool.

                    Regards,

                    Nenad

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                    • #11
                      indeed
                      "It's the rebels sir....They're here..."

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