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  • secondary bounce limit?

    Hi,
    I'm working on the osmosis interior room tute, and for some reason the secondary bounces multiplier doesn't go beyond 1.0 value.
    is there something obvious I'm missing, a setting ? or is that normal....the reason i want to increase it is to increase secondary bounce light intensity in the shadow areas of the study hall.....

    thanks,

    paul

  • #2
    1.0 is the limit. If it could go higher I guess the light wouldn't decrease in intensity but increase with each bounce which ofcourse wouldn't be right.

    /Thomas
    www.suurland.com
    www.cg-source.com
    www.hdri-locations.com

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    • #3
      so then, how do you increase light in the shadow/ indirectly lit areas without burning directly lit areas?

      thanks.

      paul

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      • #4
        You can play with "color mapping" instead (dark multiplier value), to achive desire look, you can find there also 3 types, Linear, Exponential and HSV Exponential.

        Gonçalo

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        • #5
          yeah, that's what I started doing...but that has to do more with the image itself.....what i was wondering is if there is a way to control secondary bounces amount, say like in FR ("sec. rays" the number of rays to be shot into the solution) rather then only their intensity....
          color mapping is acting on the image itself , whereas I'd like more control on the amount of the secondary bounces...

          hope that makes sense....


          thanks for the tip..

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          • #6
            the number of rays control the quality in fr, no?

            You just need to turn up the number of secondary bounces depth and set their multiplier to more than 0.5 to see the effect (0.65 usually works well without causing too much color bleed).

            The color mapping works on the image itsself, but uses info from the solution (I think). Therefore it is not the same as for example adjusting levels in photoshop. Especially exponential is very usefull to prevent burnouts, exactly as you asked. Set to exponential (dark mullti=1.2 for example), and turn up your lights. or leave your lights and turn up the dark multiplier to 3 or even more.
            Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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            • #7
              thanks flipside!
              yeah, the deepth, that's what I was looking for ....

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