Good morning!
Why is the part of the roof colored brownish, if I use BruteForce/LightCache? Is there a way to get around this without using an override material?
best regards,
toby
actualy thats how it should be, since the outside floore creates GI. but you can lower your saturation value in the GI settings in the post-processing group. or just desaturate your floor tex.
Thank you for your hint, MathTheRender!
Lowering the saturation value in the GI tab would cause the hole image being calculated in a more desaturated way, right? I wonder how other artists get around this, despite the fact that this wouldn’t be physically correct.
best regards,
toby
You could assign an VrayOverrideMtl to the Floor and control the color bleeding with the GI material…
De-saturate brown in photoshop/ I don’t see anything wrong in that image btw.
is the scale right?
This works great, IMO
i would also add that the Override material is the way to go but i think the original question was is there another way of doing it without using the Override material
Doh! My Bad:sweat_smile:
you can have vray calculate the light map with a desaturated material for the floor (or even a grey one), and then render the final image using this saved map. might work, unless the colour bleeding happens mainly with the first bounce.
another method i have used is right click on the ceiling thats affected and choose Vray Properties - Either Generate or Receive Gi (can’t remember what i went with)..Lower the value from 1.0 to maybe 0.6 / 0.8…A little colour is fine just not overkill…
Would be interested to hear other ways people are getting around colour bleeding other than Override etc
Doing it the way you list, results in really odd looking renders sometimes. I would not recommend it because you’re causing light to be bounced from an object (or received by an object) less than objects around it. Sometimes turns out very strange, but an option none the less. The override material was created for this purpose exactly. Why not use it?