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Falloff?


marksee
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I am working on the attached project. I don't understand how the ceiling is always a problem in all of my renders. The lay - in act ceiling turns the floor color in almost every instance... Adjusting the falloff never seems to matter. Is this a color bleed issue? Nothing else seems to be effected except for the ceiling. All materials are arc & design materials. In one instance, I changed the floor to white, saved the final gather solution and reused it with the tile material and it worked. Problem comes in to play when I move to a different camera view. I don't want to render each image twice as they take over 2.5 hours per frame!!! Please Help!!!:confused:

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As well as the FG settings.

 

A tip to speed up FG rendering is the set the FG to read/write. The image resolution to at most half the final resolution and the image sampling to 1/64,1/64.

 

Once the FG is completed , Freeze the FG, set the image resolution to full and image sampling to 1,16 (or what ever you need)

 

Two killers for rendertime are 1, do a high resolution FG with excessivly high settings and two glossy reflections without useing Fast interpolate.

 

To help control the colour bleed, play with the diffuse level settings.

 

JHV

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Thanks for all the comments. I will post some more detailed info re: the rendering settings. The A&D shader I left pretty well alone. The diffuse map has the jpg I made for the tile, and the b&w bump map - matching the diffuse grout lines. I tried playing with the photon slot under mental ray connect - with the photon basic (base) shader - and changing the diffuse/specular to grey tones - all the way to white - and it hasn't helped at all. I am fairly new to mental ray - and its been a long project because of it. It seems that I am almost there but I gotta get this project done in the mean time. It used to be easy w/ radiosity just using the advanced lighting override. But no doubt - the quality of mr is much nicer.

 

also, w/ the final gather and gi solution - is this a global solution, i.e. everything not visable to the camera being calculated? This approach did work, making the floor white and saving the solution - but one I switched camera views weird shadows found their way on to the ceiling that weren't there when calculating fg and gi outright.

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Ok, well I suppose I should shift my attention to other places. After reading a plethora of tutorials, forum articles and conversations, I haven't really found a "real" solution. The popular consensus (seemingly) is the go with the white floor w/ a saved fg solution, however, this would mean that I would render all my frames w/ a white floor first - saving the solution - and using that solution w/ the real floor map? It just seems like not the "right" answer - and at such high render times a little excessive - especially with 4-5 camera views? Seems like there should be a way to manually set the floor to "glow" white as photons react with the floor instead of the brown color that is bleeding to deep into the image. I must be missing something.......

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I have a tutorial from a magazine here, to reduce the effect the floor has on the GI of the scene it recommends this...

 

Add a Photon Basic shader in the mental ray connection rollout at the bottom of the floor material.

 

Set the Diffuse colour of this shader to 50% grey and change the spec' colour to black.

 

It says that the colour you have added here will tint the photons.

 

Delete photon map and re-render.

 

I reckon you should do this for your walls also (presuming it works).

 

Hope this helps

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