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  • color bleeding saturation control

    PleasSSSeEEE include color bleeding saturation control in 1.5

    PleasSSSeEEEPleasSSSeEEEPleasSSSeEEEPleasSSSeEEEPl easSSSeEEE

  • #2
    It's in there http://www.spot3d.com/vray/help/VRay..._params_gi.htm
    Eric Boer
    Dev

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    • #3
      Thats better that its included, but i wish it was per material, not entire image.

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      • #4
        FANTASTISCH !

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        • #5
          maybe we will see this in 1.5 in object ore wrapper too.


          tom

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          • #6
            well at global level it doesnt really make sense?
            i like color bleeding, just not with grass.
            Marc Lorenz
            ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
            www.marclorenz.com
            www.facebook.com/marclorenzvisualization

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            • #7
              Does it make a difference if you create your GI maps while your troublesome material is desaturated and then restore the material to original, then render? It works with radiosity, though there is color bleed control at the material level with Arch. mats. A certain amount of color bleed is necessary to produce realism.

              Sorry, I don't have the advanced version to experiment with.
              Surreal Structures
              http://surrealstructures.com/blog

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              • #8
                Hmm

                i think also at global level it makes much sense. of course you cant tweek it as much as you would want to. but the scenes of ship intereior we rendered were totaly exploding of colours. just switching down a bit colorbleeding gave it the right touch. it realy was much better, and its not the same as turning down colors in photoshop.

                it realy makes sense. but would also be better on object leverl and still better on a material level.


                Tom

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