sketchucation logo sketchucation
    • Login
    🤑 SketchPlus 1.3 | 44 Tools for $15 until June 20th Buy Now

    Color bleeding in Vray

    Scheduled Pinned Locked Moved V-Ray
    renderpluginsextensions
    6 Posts 3 Posters 4.9k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • S Offline
      Shad
      last edited by

      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!

      1 Reply Last reply Reply Quote 0
      • L Offline
        ledisnomad
        last edited by

        A little more information would be helpful. For me, I don't understand what you mean by color bleed. Could you post an example?

        1 Reply Last reply Reply Quote 0
        • S Offline
          Shad
          last edited by

          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... big

          See that:
          http://renderstuff.com/publication-files/0176/color-bleeding-effect-demonstration-red-cube-red-surroundings.png

          It'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

          404 Not Found

          favicon

          (www.cg-files.com)

          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

          1 Reply Last reply Reply Quote 0
          • L Offline
            ledisnomad
            last edited by

            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.

            1 Reply Last reply Reply Quote 0
            • S Offline
              Shad
              last edited by

              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 :s

              I don't understand why they don't put in v-ray for skp the VrayOverrideMtl which exist on v-ray for 3DS

              1 Reply Last reply Reply Quote 0
              • stefanqS Offline
                stefanq
                last edited by

                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.

                1 Reply Last reply Reply Quote 0
                • 1 / 1
                • First post
                  Last post
                Buy SketchPlus
                Buy SUbD
                Buy WrapR
                Buy eBook
                Buy Modelur
                Buy Vertex Tools
                Buy SketchCuisine
                Buy FormFonts

                Advertisement