Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

floor color tinting the entire scene
show user profile  npcph
I have a room that everything looks good. the ceiling has a drop ceiling with white tiles, white grid and white lights. It looks fine. Then i add a blue colored floor and it tints the entire scene blue. ceiling, walls, everyything. Is there any way to stop max from doing this? I'm using mental ray and the materials are all mental ray. The floor is an arch&design with just a jpg added for the floor color.
if i change the floor back to white, then it looks fine again.
any thought would be appreciated.

read 3752 times
12/14/2011 7:47:54 PM (last edit: 12/14/2011 7:47:54 PM)
show user profile  del3d
You can stop max from mimicking real world behavior by switching off global illumination or by controlling it per object.
read 3747 times
12/14/2011 7:54:55 PM (last edit: 12/14/2011 7:54:55 PM)
show user profile  Mr_Stabby
thats just sort of what diffuse lighting does.. i guess you can change the floors reflection color to remove some of the blue from it but thats just unphysical.. better option would be to tune the white point in exposure settings

read 3733 times
12/14/2011 8:35:53 PM (last edit: 12/14/2011 8:36:53 PM)
show user profile  STRAT
In vray you can -

...Individually control radiosity and gi levels separately per material or object
...control colour bleed and saturation levels
...work with material override options
...mask or ID out for simple post adjust
...control colour bleed and intensities with gi bouncing levels and material brightness levels

Loads of ways, and I'm sure each renderer has similar options, it just means learning it more.





SJLEWORTHY.COM











read 3720 times
12/15/2011 12:21:10 AM (last edit: 12/15/2011 12:21:10 AM)
show user profile  Bolteon
you ever bothered to walk into a white room with a blue colored floor? everything turns blue.

-Marko Mandaric



read 3707 times
12/15/2011 1:15:45 AM (last edit: 12/15/2011 1:15:45 AM)
show user profile  npcph
Thanks for the tips. Going to object properties and adjusting the illumination helped a lot. I know that you get a blue from the floor color, but it was literally making the entire scene blue. regardless of what the material color was on other objects. the walls were white and looked fine. add the blue floor and the walls were a deep blue. No hint of white at all. I would guess that you would be able to see the blue near the bottom and fade towards the top of the wall, but it was turning everything blue from floor to ceiling.

read 3677 times
12/15/2011 4:14:11 PM (last edit: 12/15/2011 4:14:11 PM)
show user profile  Bolteon
"I would guess..."


thus your problem.



now fix it and post renders damnit!

-Marko Mandaric



read 3649 times
12/15/2011 10:30:46 PM (last edit: 12/15/2011 10:30:46 PM)
show user profile  Nanne
Very few things in real life are "computer blue" i.e. #0000FF. Try decreasing the saturation and brightness of your blue diffuse colour, it will probably help make the scene look more realistic as well. Also, in the Arch & Design Material for mental ray there is a FG multiplier value you can lower too change its contribution to the FG solution and colour bleed. I hade the same problem when I was making 3d renders of our new martial art dojo with blue tatamis and white walls and ceiling. But actually you can see the colour bleed in the real dojo in the ceiling if you know what you're looking for, which is pretty cool :) But mental ray just overdid it a little, but changing the saturation and brightness helped the most to get a more realistic result.

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 3645 times
12/15/2011 11:09:11 PM (last edit: 12/15/2011 11:09:11 PM)
show user profile  Mr_Stabby
>> see the blue near the bottom and fade towards the top of the wall

totally depends on reflection angles, material roughness and the amount of direct light on things. One thing about MR is that it is usually right, imo dont start playing around with gi or material energy settings and just fix your materials. One mistake people often make with photorealistic renderers is trying to achieve photographic look with just materials - photographs are not reality, even the most simple picture taken with a decade old soap box has been exposure, hue, saturation and gamma adjusted. If you want that kind of look just fiddle with the various knobs under exposure settings.

read 3643 times
12/15/2011 11:37:50 PM (last edit: 12/15/2011 11:37:50 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org