Coreyhrpr Posted September 26, 2003 Share Posted September 26, 2003 Can anyone explain how to keep the texture maps from getting washed out when using ies lights and radiosity. It happens to all texture maps that I use.... Link to comment Share on other sites More sharing options...
jucaro Posted September 26, 2003 Share Posted September 26, 2003 Are you NOT using advanced lighting material overide map? It lets you control the bounce of light and surface behaviour of your materials. You might also want to enable exposure control in you environment setting. Posting a picture of your preliminary render might help us help you more. Link to comment Share on other sites More sharing options...
Coreyhrpr Posted September 26, 2003 Author Share Posted September 26, 2003 I thought I uploaded a picture - apparently not. I do have exposure control on, Logarithmic. Have not set up radiosity overide on the material yet.... http://www.cgarchitect.com/forum/filepush.asp?file=WashedoutTexturemaps_1.jpg Link to comment Share on other sites More sharing options...
Coreyhrpr Posted September 26, 2003 Author Share Posted September 26, 2003 I changed the material to radiosity override and got the same results even when moving the settings down. I just want the texture map not to be washed out, I'm not really concerned at this point in how it does color bleeding. Suggestions? Thanks in advanced Link to comment Share on other sites More sharing options...
Bret Bullough Posted September 26, 2003 Share Posted September 26, 2003 In material editor under output, try reducing the "output amount" and/or the the "rgb level" Link to comment Share on other sites More sharing options...
William Alexander Posted September 27, 2003 Share Posted September 27, 2003 coreyhrpr, A couple possibilities- The wood parquay map seems a bit light and washed out to start with. If possible try to adjust the levels in photoshop for example. Darken it up and drive up the saturation, I've had some luck with this method. Try the color map adjustments if rgb and output levels don't work. Are the lights themselves adding to the washed out flooring. The wood seems really orange tinted. Light color? To much light energy onto the flooring, in contrast with the atrium lit area? Try the increasing contrast and or midtones in the logarithmic exposure controls or exposure value in the linear exposure controls. Hope this is helpful. I have used these tips quite a bit with good results. rgrds WDA Link to comment Share on other sites More sharing options...
CRD Posted September 29, 2003 Share Posted September 29, 2003 I've found this problem to be mostly a function of the exposure control. Try these settings and let me know if they help. Set Exposure Control to Logarithmic. Change Physical Scale to match the candela output of your strongest ies light, in an interior usually about 2000. Most importantly check the box "Affect Indirect Only" and uncheck both Daylight and Exterior. Colin Link to comment Share on other sites More sharing options...
Coreyhrpr Posted September 29, 2003 Author Share Posted September 29, 2003 Thank for your help - I did a lot of testing, tried the Affect Indirect Only (the problem with the washed out textures was fixed but I lost my shadows from my lighting). To make a long story short I decided to play with the material itself. I found an exceptable fix. What I did was; created a new material, set it to Oren Nayar Blin, put my texture map (which is the carpet jpg) in the diffuse slot, and then I made an instance in the DIFFUSE LEVEL slot. Both set to 100%. It kept the color from getting washed out and I had shadows. I'm was a long time user of Lightscape. RIP. I miss the glass material, the display raw material option, and the easy reflections. anyways, thanks for your help guys.... Hope someone learns something from my troubles Link to comment Share on other sites More sharing options...
seismograph Posted September 30, 2003 Share Posted September 30, 2003 if you want to use viz/max radiosity you have to ignore the mtl editor preview!!!!! If you make everything right, the mtlpreview will be very dark. The reason is that you should not have more than 40-60% Reflectance for a normal material. ..so a white wall will be 60% gray and your floors texture will have an outputamount value will not have more than 0,6. every value above will give you what you get. Link to comment Share on other sites More sharing options...
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