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 Blender.
- 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 working. Throughout this course, we are in fact going to be working with just a single scene, as this will help us to 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 in here, these being a v-ray sun, a hemi lamp or dome light with a v-ray sky environment map attached, and a v-ray aerial lamp sitting just outside of the window here. This has been set up to act as a sky portal. The lighting setup is completed by means of v-ray's physical camera, which is using exposure settings of eight for the f-stop, 50 for the shutter speed, and an ASO of 190.
Our material situation, if I just select through a few of our scene objects, is as simple as can be, really, as we are using a number of matte, as in non-reflective v-ray standard materials. Some of these use simple greyscale values for the diffused color. The walls have a rough approximation of an antique cream, and of course, the villain of the piece, so far as color bleed is concerned, is the red material that has been applied to our floor geometry. The GI set-up that we will use for the vast majority of time is a dual brute force and light cache system that lets up 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 on the subject at hand, which is, of course, the controlling of color bleed in our v-ray renders.
- How light works
- Geometry setup
- White balance control
- Use of problem colors
- Saturation control
- Single-bounce primary engines
- GI multiplier control
- Wrapper material
- Override material
- Color mapping and color bleed
- V-Ray object properties
- Render channels