camfran Posted December 3, 2007 Share Posted December 3, 2007 hi guys i'd like to limit the 'orangeyness' coming from the colour of the wood floor in the attached pic -- which setting should i turn down to do this?? i'd like the walls and ceiling to be more white -- they're set to white paint. thanks for any quick advice! camfran Link to comment Share on other sites More sharing options...
JamesTaylor Posted December 3, 2007 Share Posted December 3, 2007 you'll need to adjust the generate GI value in Vray Properties of the object which has your floor texture applied to it. Select the object and then right click on it and Vray Properties is one of your options. Link to comment Share on other sites More sharing options...
camfran Posted December 3, 2007 Author Share Posted December 3, 2007 ok, when i turn the 'generate gi' down to 0.8 it goes like this, but is there a way to keep the light levels up but just turn down the orangeyness? so it goes like the nicer image... cheers for the help Link to comment Share on other sites More sharing options...
Brian Smith Posted December 3, 2007 Share Posted December 3, 2007 you can do what James suggested, but understand that doing so will not only reduce the color bleed but also the overall illumination. If for example you reduce the Generate GI 50%, you might darken the entire room 25% because of how much light the floor reflects. If you want to just tone down the color bleed without affecting the overall illumination, you can change the material applied to the floor from a vray material to a vray override material. once you do, drag a copy of your base material into the GI material slot, go into that slot and change your floor's color (or map) so that it's not so colorful. btw, for a map you can manipulate the color through the output channel. Link to comment Share on other sites More sharing options...
camfran Posted December 3, 2007 Author Share Posted December 3, 2007 i see -- but in the output panel, i guess it isn't just taking the 'output amount' down, as when i do that (to 0.5) it's pretty dark again, which kind of makes sense. would it be something to adjust the red channel of the 'colour map' graph? ... ah no, that just makes it cyany on the walls and ceiling! thanks Link to comment Share on other sites More sharing options...
Brian Smith Posted December 3, 2007 Share Posted December 3, 2007 i see -- but in the output panel, i guess it isn't just taking the 'output amount' down, as when i do that (to 0.5) it's pretty dark again, which kind of makes sense. would it be something to adjust the red channel of the 'colour map' graph? ... ah no, that just makes it cyany on the walls and ceiling! thanks sorry i dont follow you Link to comment Share on other sites More sharing options...
camfran Posted December 3, 2007 Author Share Posted December 3, 2007 i'm not sure which bit in the 'output' of the wood map to change; just taking down the right hand dot of the red channel in 'color map' makes it all cyan. decreasing 'rgb level' makes it all darker. my question is which bit of the 'output' of that map i should be changing? (i.e. to desaturate the map, rather than reduce its brighness) thanks, your help is much appreciated Link to comment Share on other sites More sharing options...
Jonathan Chambers Posted December 3, 2007 Share Posted December 3, 2007 what about reducing the post processing saturation value under the indirect illumination tab of the render menu? Link to comment Share on other sites More sharing options...
Brian Smith Posted December 4, 2007 Share Posted December 4, 2007 you can do what you need by adjusting just about any of the output parameters. remember that when you use the GI override slot, you are not affecting the strength of the map in the diffuse channel...just the strength of the color being reflected. you could reduce the output amount from 1.0 to .5 to basically cut the map strength in half...but that's no different than just using an amt value of 50 for the diffuse channel of that material. the setting you should really concentrate on is RGB Level. This is 1.0 by default and its multiplied by the RGB values of the map...meaning at 1.0 it does nothing...at 0.0 it's black...at .5 it cuts the saturation in half. hope it helps Link to comment Share on other sites More sharing options...
thierrybauwens@inpix.be Posted December 4, 2007 Share Posted December 4, 2007 something that will completely change your color bleeding is the furnitures. It will affect the reflection of the floor, and the colour of the ceiling Link to comment Share on other sites More sharing options...
sile Posted December 4, 2007 Share Posted December 4, 2007 Use v ray override mtl. You can find V ray manual here: http://www.spot3d.com Link to comment Share on other sites More sharing options...
Spooner04 Posted December 4, 2007 Share Posted December 4, 2007 I've read that you can pre-calculate the Irradiance map using a gray override material to eliminate color bleed. You would then turn off the material over ride and render the final image using the saved Irr Map. I haven't tried it though, so I'm not sure how well it works. Maybe this concept can be applied to what Brian is saying about using the GI over ride slot for that particular material. Link to comment Share on other sites More sharing options...
aaron-cds Posted February 7, 2008 Share Posted February 7, 2008 you can do what James suggested, but understand that doing so will not only reduce the color bleed but also the overall illumination. If for example you reduce the Generate GI 50%, you might darken the entire room 25% because of how much light the floor reflects. If you want to just tone down the color bleed without affecting the overall illumination, you can change the material applied to the floor from a vray material to a vray override material. once you do, drag a copy of your base material into the GI material slot, go into that slot and change your floor's color (or map) so that it's not so colorful. btw, for a map you can manipulate the color through the output channel. Thanks Brian, you should write a book This info is very useful for a problem I was just encountering. Link to comment Share on other sites More sharing options...
Matt Sugden Posted February 12, 2008 Share Posted February 12, 2008 I often end up with tan colored walls and ceiling because of my wooden floors, this bothers me too, great thread, here check this out; http://www.cg-files.com/VrayColorbleeding.html Link to comment Share on other sites More sharing options...
Ray Posted February 12, 2008 Share Posted February 12, 2008 I often end up with tan colored walls and ceiling because of my wooden floors, this bothers me too, great thread, here check this out; http://www.cg-files.com/VrayColorbleeding.html There are two http://'s in your link. Link to comment Share on other sites More sharing options...
IgorBGD Posted February 22, 2008 Share Posted February 22, 2008 Why don't you try just to put the pure white material in the GI overide slot of the overide material, and than calculate the GI again? That should solve your problem! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now