Color bleeding in Vray
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Hi guys!
I have a question and apologise in anticipation for my bad english. I speak it like a spanish cow (sorry, french speaking )
I used to work on 3DS with mental ray, but i have a new job and it's on SKP and V-ray.
I have already ask in french forum ('cause i'm not confortable in english), but there is no response.On Mental Ray, i know how minimize the color bleeding, and i want to do the same on v-ray, because the default setting is very artificial in my opinion.
I already looked for tips on google and here but i'm not satisfied.I found 1 solution: reduce saturation in GI (.1 or .2 instead 1)
there is another: use vray override material but i think it's on vray for 3DS. It's annoying because it was this kind of solution I search: an option in material to control the color bleed individually, like on Mental.Is there another solution or there is just the saturation in GI?
Please try to be simple in your answer, don't use slang
Thanks!
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A little more information would be helpful. For me, I don't understand what you mean by color bleed. Could you post an example?
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You can see color bleeding all auround you all day (when sun is shining)
Difficult to explain in french, then in english... T_T I try:
In fact it's the recoloration of natural light (white) when it meet a colored objet (red for exemple). This new ray (1st bounce) is no more white but tainted with the color of the object. This ray, when it meet for example a white wall make the wall red
This effect is realistic but must be light.
On v-ray (skp) it too... bigIt's on vray for 3DS, so the colorbleeding is already light
I found this tutorial, but for V-ray 3DS, the v-rayOverrideMat don't exist in vray skp. But method with no saturation in GI works. But it's a little bit barbaric
Put a bump map reduce too the bleed but i have lot of paint wall with no relief
And look this, i just do it quickly. The floor is red and the diffuse map on wall is white but appears really red!
http://img861.imageshack.us/img861/8190/colorbleed.jpg -
I understand, now. I'm afraid I don't know of any way to reduce that effect other than the GI saturation. Just a random thought: you might try adjusting the roughness setting of the wall/paint material. (Roughness is in the diffuse layer of the material.) I haven't played around with this, so just grasping in the dark. Sorry I couldn't help more.
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Perhalps do you know who is doing v'ray for skp, can guess if it is asgvis or chaosgroup
Simpliest ask them for this feature or how we can do without it :sI don't understand why they don't put in v-ray for skp the VrayOverrideMtl which exist on v-ray for 3DS
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There is an old trick to do this. Just replace the floor material (make it white), render and save the irradiance map(there is an option/button to save it) then, put back the desired material, load the irradiance map that you just saved, and render the final image.
Cheers!
PS: For speed up things, check in "Global switches" under "GI" , "Don't render image". In this way, only GI will be calculated.
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