sandiarch Posted June 12, 2009 Share Posted June 12, 2009 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. Link to comment Share on other sites More sharing options...
Barry1685 Posted June 12, 2009 Share Posted June 12, 2009 (edited) 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 June 12, 2009 by Barry1685 Link to comment Share on other sites More sharing options...
Matt McDonald Posted June 12, 2009 Share Posted June 12, 2009 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. Link to comment Share on other sites More sharing options...
pfbreton Posted June 12, 2009 Share Posted June 12, 2009 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 Link to comment Share on other sites More sharing options...
Barry1685 Posted June 12, 2009 Share Posted June 12, 2009 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. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted June 12, 2009 Share Posted June 12, 2009 Can you post the scene? Link to comment Share on other sites More sharing options...
pixelperfectg Posted June 14, 2009 Share Posted June 14, 2009 I am not sure why the colors in the render image looks drastically different...I could be wrong but in regards to the wood texture being washed out it looks like a simple gamma mismatch to me. You may need to review your gamma settings. Link to comment Share on other sites More sharing options...
sandiarch Posted June 16, 2009 Author Share Posted June 16, 2009 (edited) 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 June 16, 2009 by sandiarch Link to comment Share on other sites More sharing options...
gashe Posted June 29, 2009 Share Posted June 29, 2009 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 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