3dSol Posted April 20, 2007 Share Posted April 20, 2007 Hello, greetings to all I like very much the spirit in here lately, specially with regard to the Visualization Insider series, its really great to discuss, and read, and learn, in depth issues that sometimes are a dark mystery or sometimes we take for granted I'd like to ask the most experienced people about WHITE white walls, white ceilings, white moldings, etc I can never get them really white and its something that maybe i do too quickly because of the hurry or i don't take much time on it but in the end its what gives me the most headaches and i try to solve with higher Vray settings I usually just use a Vray material with 255 on value and thats it, is that my mistake? Do the most experienced people use some other kind of material, or is it better to put a white MAP on diffuse? how does white behave with the light? Is it better to never have pure white (255, 0,0) but rather a little color in there? these are some questions from beginner, to beginner peers; And to the people that WOW us daily thanks 3DSol Link to comment Share on other sites More sharing options...
Devin Johnston Posted April 20, 2007 Share Posted April 20, 2007 White is tricky because in the real world you hardly ever see "white" but because you know it's white that is the way you perceive it. For instance look at a white wall, logically it should be 255,255,255 but in reality that wall is picking up the colors of objects around it as well as light sources which is going to tent it towards a color other than 255,255,255. Global Illumination, Radiosity and other MLT engines do the same thing to surfaces; they tent those surfaces according to the light and colors of objects around them. Even in a completely white room with white light every wall isn't going to be pure white, shadows are going to tent the surfaces in shades of grey. So the answer is it will be very hard to get a white wall using these types of engines unless you cheat by excluding those objects from the GI engine. Link to comment Share on other sites More sharing options...
3dSol Posted April 20, 2007 Author Share Posted April 20, 2007 hi maxxer, thanks for replying all you said is true, I often find it amazing to see how GI engines reflect the light from some objects I had not considered or not expected and it makes the image look even better what do you think about the "theory" of white materials, i mean, if i may ask about how you do it; what is the influence of a white "map" on the diffuse slot VS just a white "color" on the diffuse, is there a difference? maybe my basic beginner question is, how is the behavior of the maps in diffuse different than just the colors? is that difference relevant when talking about white for instance? thanks 3DSol Link to comment Share on other sites More sharing options...
Devin Johnston Posted April 20, 2007 Share Posted April 20, 2007 The purpose of a map is to apply a texture to an object through the diffuse channel, in theory there is no difference in using a color or using a map. Most of the time when using a map your dealing with a much more complex image than if your just using a color that you create in the diffuse channel, but I don't know if the engine looks at a map any differently than it does a solid diffuse color. If you have a solid white map and a solid white diffuse color there shouldn’t be any difference in how it renders if everything is equal. Link to comment Share on other sites More sharing options...
SandmanNinja Posted April 21, 2007 Share Posted April 21, 2007 You can try some RGB values for Off Whites - here are some I have: GhostWhite 248;248;255 WhiteSmoke 245;245;245 ivory 255;255;240 snow 255;250;250 Link to comment Share on other sites More sharing options...
3dSol Posted April 21, 2007 Author Share Posted April 21, 2007 cool! thanks Sandmaninja Link to comment Share on other sites More sharing options...
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