What material properties control the amount of color bleeding for mr shaders?
I'm using mental ray in Max to bake lighting, and I want to increase the amount of color bleeding from one surface to another.
Is this possible with Final Gather alone? Or do I have to enable Global Illumination?
I know with Radiosity and scanline, I can use the Advanced Lighting Override material for this, but mr doesn't support it.
Replies
Since FG use's the intensity of your materials instead of photons with GI, just editing your materials will have a much bigger effect.
I tried an Output map on top of the Vertex Color map, but the Output Amount not only increases the color bleed but also brightens the diffuse color, which I want to avoid.
I also tried Architectural material, which has a Color Bleed control, but that slowed the renderer way way down.
http://forums.cgarchitect.com/12697-mental-ray-color-bleed-control.html?=
also here
http://www.vizdepot.com/forums/showthread.php?t=6388
I'm playing with the "Arch & Design mi" material, it seems to be doing a decent job. If I increase the FG/GI Multiplier in the material, and decrease the FG Multiplier in Render Setup, I can make it bleed more.