Local control of the bleeding effect

3 Jul, 2011 Anton (Staff Author)

Andrey writes:

Anton, and about VRayOverrideMtl ​​material is there still are any lessons except powered Indirect illumination.

Hey. Now it will be

A lesson on local control Color bleeding

🙂 The essence of VRayOverrideMtl's work is extremely simple. It consists in the fact that this material is able to replace the properties of the base material of the current object with the properties of other materials. In particular, it can substitute the properties of secondary glow, reflections, refractions and shadows cast by the object with this material. For this, VRayOverrideMtl ​​has GI material, Reflect material, Refract material and Shadow material slots, respectively. In our case, the case with color blinging, we are interested in the secondary rays that cast off our object, the object of sex. Those same secondary rays, which are colored yellow-red parquet and paint the white walls of the room. So, go to the parquet material and click on the material selection button to the right of the drop down list with the name of the parquet material.


The Material / Map Browser window appears. In it, select VRayOverrideMtl. Now the Replace Material dialog box appears, offering you a choice, replacing the current material with the selected material (Discard old material?) Or leaving it as a new material (sub-material?).

Of course, we need the second option, because we want to leave our parquet material as the base one and only to replace it with GI properties leading to coloring blinging. After this manipulation, the parquet's original material will be nested in the Base material slot, the newly created VRayOverrideMtl ​​material in its place. In principle, you can do the same, simply by copying the parquet material into a separate editor material slot. After that, instead of the parquet material, create VRayOverrideMtl ​​and in its Base material slot, just drag the copied parquet material. In fact, these are completely equivalent operations, with the only difference being that the first option is simpler, faster. Now we have VRayOverrideMtl ​​with the material of the parquet embedded in the Base material slot.

By default, VRayOverrideMtl ​​accepts all properties of the base material embedded in its Base material slot. That is, at this stage, this is the same parquet material as it was. Now, all we have to do is replace the GI properties of the base material with the property of another material. For this, it is enough to enclose any gray material in the GI material slot. Then our floor will radiate GI glow of a non-red-yellow color of the parquet texture, and gray color will be colorless. That is, it will not paint the walls in pink, since the GI glow of the floor is pale. That's actually all the wisdom of using VRayOverrideMtl ​​as a means of combating the color bleeding effect. The same trick can be done with the substitution of the other three listed above properties of the base material 🙂

29 Jul, 2011 Andrey
29 Jul, 2011 # Re: Local control of the bleeding effect
Thanks, Anton! Very very grateful! =)

2 Aug, 2011 Aleksandr
2 Aug, 2011 # Re: Local control of the bleeding effect
I have a question I put in the slot VRayOverrideMtl ​​ShadowMtl Vraymtl material in blue, but the shadows are still black (((how to be ... ???

3 Aug, 2011 RenderStuff (Staff Author)
3 Aug, 2011 # Re: Local control of the bleeding effect
Privet.Kak mentioned above, the purpose of VRayOverrideMtl ​​- replace the base material properties of the current object on the properties of other materialov.V your case, you want to replace the color shade with gray to blue, just putting in the Shadow mtl. VRayMtl ordinary slot, with the blue channel Diffuse.Odnako if conduct a simple experiment and apply this blue VRayMtl blue to your project, it himself without any substitution crop still will drop all the same gray black and white, we ten.Kak we can replace the properties of the material properties of the other, and wait for the desired result, if the source material does not have these properties? 🙂 The V-Ray can not set the color of the shadow. Just because it is absurd, and this does not happen in real mire.Ten is unlit part of the space allocated to the background of the illuminated portion. Only just. It does not refer to an object that it otbrasyvaet.Kak it may be tinted a different color, simply because it is not covered? But, oddly enough, to get the color shade is still possible in the real world is chisle.Kak? It's very simple. It is enough to educate a colored transparent object, which will absorb the rays of the same color and will miss the only other beams. For example, color stained steklo.Takim way, visually turns out that all that is directly illuminated by the sun - bright, and the area behind the glass - dark and painted in a specific color, usually the color of the stained glass. Of course, we will visually appear that this color shade, although in fact it will be just less intense lighting of a specific color, simply filtered glass🙂 In other words, the natural "colored shadows" can only be obtained from the non-ferrous materials with transparency. It is to replace the shadows of transparent objects designed slot Shadow material.Mozhesh conduct simple eksperiment.Sozday white plane. On top of it place the scope and lead her, for example, to the field of flat VRayLight.Primeni VRayOverrideMtl ​​and Base material slot thrust VRayMtl material. He Refract place the color bright red, and do not forget to put a tick Affect shadows, different color effects on the shadows will not vernym.Zatem in Shadow material slot Copy this VRayMtl same material, just dragged him out of the Base material slot in Copy mode, but Replace red Refract on zelenyy.Otrender and you'll get a transparent red sphere, discarded green ten.I do not forget to share the results of experimentation in pictures😉

6 Aug, 2011 Yellesar
6 Aug, 2011 # Re: Local control of the bleeding effect
hi) read about color bleeding effect ineresno) thanks)

6 Aug, 2011 ASRockus
6 Aug, 2011 # Re: Local control of the bleeding effect
Hello uv.RenderStuff, porobovat and an experiment here😉 but no-Editore material Shadow material.Kak slot to be?

6 Aug, 2011 ASRockus
7 Aug, 2011 # Re: Local control of the bleeding effect
uv.RenderStuff tell me whether it is possible to do, then what you have written above, but with this set both on the screenshot? I tried to put in the slot refrakt material Vray and it changed color to green, but nothing vyshlo.Ten turns red, and the very general scope of a different color and neprozrachnaya.Podskazhite ...

3 Aug, 2011 RenderStuff (Staff Author)
7 Aug, 2011 # Re: Local control of the bleeding effect
Hello! Most likely you have an early version of V-Ray renderer. To you came this slot, you need to update the V-Ray, for example, we use V-Ray 1.5 SP1. There's this function shadows substitute for transparent objects has already been implemented😉 Yes, in general, everything is possible and without it. You can simply compositing / post-processing to achieve such an effect. First render the entire image with a transparent material having a refraction of one color, and then -render of the region , part of the image, with a different color refraction. Then, for example, Photoshop, render the two compatible and achieve the desired effect. But rational will still render engine upgrade😉

16 Oct, 2012 polikopju
16 Oct, 2012 # Re: Local control of the bleeding effect
Excellent site with amazing lessons. The complex is not only understandable, but also interesting, enjoyable to learn. Much success to you, RenderStuff! 👍

12 Apr, 2013 konstantin
12 Apr, 2013 # Re: Local control of the bleeding effect
Can you please tell how to make the ceiling white. It does not work. In diffuse even put a white texture. Anyway ceiling grayish color. And the whole picture is in small spots or dirt, or in cotton wool. I do not know how to call. This is particularly evident in the area of ​​shadows.

16 Apr, 2013 Anton (Staff Author)
16 Apr, 2013 # Re: Local control of the bleeding effect
Hello! Ceiling in wool and in the mud due to the low GI settings in particular IM . As for the color of the ceiling, that is a cool trick for "whitening": - Go into Settings Bitmap texture white, and in it a roll Output. - In this scroll find Output Amaunt parameter and set it greater than one, for example, 1.5. Then your ceiling immediately turns white😉

12 Apr, 2013 konstantin
17 Apr, 2013 # Re: Local control of the bleeding effect
Anton, I read your lessons on the optimal settings. I Raith min is 6 and max Raith 1. But still see the overall picture in a barely visible speck. Maybe it is necessary to improve the picture in Photoshop? You are in what the lesson is shown.

16 Apr, 2013 Anton (Staff Author)
17 Apr, 2013 # Re: Local control of the bleeding effect
Constantine, to begin with, without abstractions, it would show what we do . Now we are talking about some kind of ceiling with some points 🙄

12 Apr, 2013 konstantin
17 Apr, 2013 # Re: Local control of the bleeding effect
Anton, after the installation of 1.5 to a ceiling amount is still gray. In the left far corner of the shadow is visible dirt. Under the table, too dirty.

17 Apr, 2013 gus_ann
17 Apr, 2013 # Re: Local control of the bleeding effect
Hi, nice picture on the settings. The ceiling should be no whiter, then reaches in Photoshop. Under the table, dirt - we have to work with the material (this material is very noisy). It is possible to increase the Light Kas subdiv to 1500, increase subdiv tile material can still pull up the general settings virey. Min and max rtg can leave the default, you do not have a complex heavily detailed eaves giving wool, in this case, these settings do not work, and only increase the render time.

12 Apr, 2013 konstantin
17 Apr, 2013 # Re: Local control of the bleeding effect
Hello, gus_ann, in the light cache is sabdivs 2000, in reflection subdiv material - 30, and in the refraction Do not know what to put - 50

16 Apr, 2013 Anton (Staff Author)
17 Apr, 2013 # Re: Local control of the bleeding effect
You should read the topic about setting interior lighting . Apparently, you just is not true, and set light to it a little sabdivs, in consequence of that noise all the shadows. No relation to blidingu etc. This case has not, so that all the questions to ask in the above topic of interior lighting. Subsequent Council gus_ann, about LC and Subdivs materials, as well as make sure that the light is not blocked by drapes, stands inside the room and Subdivs least 60. With regard to IM, I fully support what in your case is not appropriate max 1 is very simple you scene without small details. With regard outputa 1.5 on the ceiling, it is not important for an exact repetition, I explain the essence of the trick, and you have yourself Put what you want, at least 100😉

28 Aug, 2014 Tatlina
28 Aug, 2014 # Re: Local control of the bleeding effect
Lessons help !!! 🙂

13 Nov, 2014 Marat
13 Nov, 2014 # Re: Local control of the bleeding effect
Hello. The problem with this artifact I had for a long time. But I'm much attention to it did not pay. I decided at the end of the project to tackle the problem kolorbildinga. Well I do not know how much time has passed (1-3 weeks), but the problem is completely gone. I do not even understand how it happened. Absolutely clean ceiling and in general all the objects of interior. There is no color at all. Everything looks real. I was very pleased. But recently I tinkered with cornices and this bug (missing kolorbilding) disappeared. I started again after rendering painted ceiling. But the most interesting bug that was sitting in the Max scene and not in the file (max). Now I read the article and I have a constant question - what could I do if I had completely lost itself kolorbilding? Anyone interested can send your render.

19 Mar, 2015 Ilshat
19 Mar, 2015 # Re: Local control of the bleeding effect
I do not understand where to hit all but render me an hour blushes ask for help himself will not understand exactly

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