Join Brian Bradley for an in-depth discussion in this video How our test scene is set up, part of V-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 scene's being used in the presentation have been set up, simply because this can oftentimes aid our understanding as to how things are 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 controls 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 set-up though, we essentially have three light sources sitting in here, these being a V-Ray sun, a V-Ray sky environment map, and a V-Ray rectangle light sitting just outside of the window. This is acting as a sky portal. The lighting set-up is completed by use of a 3ds Max physical camera, that is using a target EV of 11. Our material situation, if I just use the M key to open up the Slate Material Editor, is as simple as can be, really, with the scene using a number of matte, as in non-reflective, V-Ray materials.
Some of these are using simple grayscale values for their diffuse color. On the walls we have a rough approximation of an antique cream. And, of course, the villain of the piece, as far as color bleed is concerned, is the red V-Ray material that we have applied to our floor geometry. The GI set-up that we will use for the vast majority of the time, is a jewel brut force and light cache system. This let's us bounce plenty of light around our environment in a fairly quick, efficient and physically accurate manner. All in all then, what we have is, as we have said, a very simple scene that should allow us to focus very much on the subject at hand, which is of course, the controlling of color bleed in our V-Ray Renders.
- Defining color bleed
- Controlling reflectance
- Understanding how geometry setup affects color bleed
- Choosing color placement carefully
- Using the Saturation Post-Processing control
- Adjusting the photon bounce limit
- Controlling color bleed with materials and object properties
- Using render elements