I'm pretty sure there is a way too do this. We have a purple carpet which is illuminating the ceiling with bright purple bounce. Any way to dampen the purple colour it's bouncing?
Post a picture of how much bleed is happening. this is usually not a problem at all with mental ray. mental ray is doing exactly what you're telling it too and most likely your purple has the wrong settings.
- build to scale. 1 mayan unit = 1 cm. interally mental ray does internal calculations of 1 unit = 1cm also so it's important to keep scale in real world scale.
- use realistic colours (ie no colours with perfect sat of 1 or value of 1)
- use mia_material's if possible or hook a photon shader into your materials SG slot.
Hey Toast, we're already working in one maya cm = one unit in game. But as for unrealistic colours there's no way to avoid this we're doing a stylized game with bright colours everywhere. I've found you can turn the irradiance colour to black on a per shader basis but that makes the material darker so it's not really doing what I am hoping for which is a guess desaturating the resulting colour transfer from the surface.
createNode mip_rayswitch;
in the command line. Link the rayswitch node to the diffuse and link the diffuse texture to the "eye ray" slot in the rayswitch. Then change the Photon or Final Gather color to whatever you want bouncing around. Most of the stuff in that Jeff Patton tut applies.
Like Toast says, you generally don't wanna have values above 217 / .85 when using indirect illumination schemes, or things start looking weird.
Replies
- build to scale. 1 mayan unit = 1 cm. interally mental ray does internal calculations of 1 unit = 1cm also so it's important to keep scale in real world scale.
- use realistic colours (ie no colours with perfect sat of 1 or value of 1)
- use mia_material's if possible or hook a photon shader into your materials SG slot.
http://mrmaterials.com/jeffs-blog/69-managing-color-bleed-when-using-final-gather.html
might be worth a try?
createNode mip_rayswitch;
in the command line. Link the rayswitch node to the diffuse and link the diffuse texture to the "eye ray" slot in the rayswitch. Then change the Photon or Final Gather color to whatever you want bouncing around. Most of the stuff in that Jeff Patton tut applies.
Like Toast says, you generally don't wanna have values above 217 / .85 when using indirect illumination schemes, or things start looking weird.
Everybody here is right, using the mip_rayswitch will work for you fine. In that tut it is pretty much the same in Maya.