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MR interior (color/material issue)


sandiarch
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Hi friends, I am a vray guy...started learning mental ray..

I am facing color problem when i render the scene in mental ray with physical sky and sky portal.

I am not sure why the colors in the render image looks drastically different...Please help me.

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Hi Sand,

 

This could be caused by a lot of things. A few things I can think of is the sun has too much of a blue hue, you can find this parameter in the sun and I think it looks like "red/Blue" positive values mean more red, negative values mean more blue. "0" is the normal preset for this parameter.

 

The other reason could be the blue walls and the amount of bounce you have going on. Remember never have the bounce higher than 3. You rarely ever need it higher than 3. So anyways, the bounces will reflect the wall's blue color around the room, so that may be why its so blue. There are hidden materials that were made for compositing in MR. I believe its called ray type switcher.

 

Ray type switcher basically ignores the walls color bounce by overriding it to a color of your choice.

 

http://www.lysator.liu.se/~zap/pd/unhide-max.html

Edited by Barry1685
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I'd take a look at the white balance in your exposure control settings. If you have selected a preset like "Interior night" (or whatever) the balance might have been set to something like an incandescent light. Because you are lighting your seen with daylight everything would render blue.

 

Also, you can adjust the red/blue tint of the sky in the modify panel as Barry has suggested or just below that you'll see a saturation control that you can try dialing down.

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Hi Sand,

 

the blue walls and the amount of bounce you have going on. Remember never have the bounce higher than 3.

 

Hi!

 

In fact, fg bounces is performing energy conservation and converges properly to a "physically correct" solution: even if you have 200 bounces, the lighting will not amplify, it will only become more precise. In other words, this is not the cause of the "blue" filling the image.

 

The faint result is a result of a red image multiplied by blue light: the result equals to almost nothing or dull grey. Cheating the Skylight to emit more red would help your situation.

 

Another trick could be to use a portal light with a white color as an emitting color (unhide the black_body shader, that works well)

 

Hope this helps

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Hi!

 

In fact, fg bounces is performing energy conservation and converges properly to a "physically correct" solution: even if you have 200 bounces, the lighting will not amplify, it will only become more precise. In other words, this is not the cause of the "blue" filling the image.

 

The faint result is a result of a red image multiplied by blue light: the result equals to almost nothing or dull grey. Cheating the Skylight to emit more red would help your situation.

 

Another trick could be to use a portal light with a white color as an emitting color (unhide the black_body shader, that works well)

 

Hope this helps

 

Oh wow, didn't know that. Well how come when you crank the bounce high there is so much color bleeding? It starts looking weird once you go so high with the bounces.

 

I recommend you don't bounce higher than 3 because render times start to get crazy.

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Thanks for your reply..

I think i got it where was the problem...i had turned off the mr sun..i guess that was the problem.

Now i have turned it on, also i have removed sky portal from the window and added one photometric light at the top near the ceiling.

i have updated the scene with the mr settings

please look at these render settings and let me know if they are Ok now.

Edited by sandiarch
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  • 2 weeks later...

Ok try this.

1. Put mr Sun & Sky with the compass inside the room. Choose manual and position it like you wanted.

2. Put a Skyportal where there is a window, facing inside.

3. Use mr Photographic Exposure Control with exposure value from 10 - 11.

4. Use Arch & Design Materials

5. Object should be scaled like in real world.

 

Regards

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