Join Brian Bradley for an in-depth discussion in this video How our test scenes are set up, part of Mental Ray: Control Color Bleed in 3ds Max.
- [Instructor] When working through any render engine-based training, it is always good to know a little bit about how the scenes being used in the presentation have been set up, simply because this can oftentimes aid our understanding as to how things are actually working. Throughout this course we are, in fact, going to be working with just a single scene, as this will help us make some easy to understand comparisons as to the effectiveness of the various color bleed control methods that we are going to be working through. Not every version of the scene will be identical though, and so I will try to give you a heads up regarding any significant changes as they take place, particularly so if they are not visually obvious in the presentation.
To cover just the basics of our scene setup though, we are working here with three light sources, consisting of both Mental Ray sun and sky options in daylight system, and a Mental Ray sky portal just outside our window opening. The lighting setup is completed by use of a physical camera that has a target EV of 10.4 set. Our material situation, if I just open up this light editor is as simple as can be with the scene using matte, as in non-reflective, A&D materials. So we use gray scale values for the diffused color, for the walls we have a rough approximation of an antique cream, and of course the villain of the piece, insofar as color bleed is concerned, is the red A&D material that is applied to our floor geometry.
The GI setup that we will use for the vast majority of our examples is a dual final gather and photon-based system that let's us bounce plenty of light around our environment in a quick and efficient manner. Now, of course, here in 3ds Max 2017, we're using Mental Ray 188.8.131.52, which has had the newer, indirect diffused GI system added to the interface. It was, of course, only previously available by means of string option commands. Now I have set the GI engines up so that you can, if you want to, and if you have the power in your system, go ahead and enable this newer, brute force method for at least some of the videos in the course, mainly those found in Chapter Two.
Do be warned though, that in order to get acceptable results, this method will take much longer to compute than the default final gather and photon setup that I will be making use of for the majority of the time.
- Controlling reflectance
- Understanding how geometry setup affects color bleed
- Choosing color placement carefully
- Using the FG Diffuse Bounce control and Photon Energy setting
- Controlling color bleed via object property controls
- Using the rayswitch map