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#1 (permalink) |
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Junior Member
Join Date: Feb 2008
Location: Blagoevgrad
Age: 20
Posts: 26
Name: Ivan Mitov |
I have a problem with mental ray. When I render my building I get nasty places with color bleeding. I've tried with photon base shader in the photon slot of the material, but it didn't work. Any suggestions? I've used max 2008. Any suggestions?
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#3 (permalink) |
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Junior Member
Join Date: Feb 2008
Location: Blagoevgrad
Age: 20
Posts: 26
Name: Ivan Mitov |
Thanks for the replay. I'll post a image with the problem as sooner as I can.
In this one you may see the color bleeding and the reason - the grass: ![]() In this one the grass is removed: ![]() The reason I don't like using MR is exactly because of the color bleed it creates. :/ Last edited by Ivan_m; May 25th, 2008 at 02:20 PM. |
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#4 (permalink) |
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Veteran Member
Join Date: Jan 2005
Location: Brisbane
Age: 33
Posts: 1,366
Name: Justin Hunt |
colour bleed can be controled either by droping the "Diffuse Level" or using the material over-ride for FG calculation and the proper material for the frozen FG, final render.
With max2009 you have the option now for objects not to react to FG. jhv |
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#6 (permalink) |
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Senior Member
Join Date: Sep 2005
Location: Greater Manchester
Age: 43
Posts: 422
Name: Brian Bradley |
Hi Ivan,
Both Justin and Jeff have given enough info to get colour bleed to work how you want. To be honest mental Ray works as it should when it comes to colour bleed. If you fed the same light energy and colour saturation into a 'real world' set up, then the results would be pretty much the same. The trick is to understand how colour is transfered between surfaces by the transport of light energy, and then understand the toolset in MR that allows you to control that process. Regards Bri
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#7 (permalink) |
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Member
Join Date: May 2007
Location: Melbourne
Posts: 51
Name: Kris McIsaac |
One thing to remember is that in real life grass is not a flat plane. It is thousands of blades at thousands of angles and slightly transparent so not all the light is thrown back up onto the surrounding objects. Like it was mentioned, reduce the diffuse colour to reduce the amount of green bounce.
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