Mental Ray: Control Color Bleed in 3ds Max
Offered By: LinkedIn Learning
Course Description
Overview
Learn how to control and eliminate color bleed (aka indirect diffuse illumination) in your 3ds Max and mental ray renders.
Color bleed is a common problem in illumination renders, where colors are transferred by reflections from indirect light. By understanding how light works in the real world, and using 3ds Max and mental ray to mimic that behavior virtually, you can prevent most color bleed problems. Join Brian Bradley as he explores GI-specific tools such as Final Gather (FG) and photon-based controls, and nonphysical controls such as the rayswitch map and object properties. These tips are invaluable for lighting and rendering specialists who control or eliminate excessive color bleed in the most fast and efficient manner possible.
Color bleed is a common problem in illumination renders, where colors are transferred by reflections from indirect light. By understanding how light works in the real world, and using 3ds Max and mental ray to mimic that behavior virtually, you can prevent most color bleed problems. Join Brian Bradley as he explores GI-specific tools such as Final Gather (FG) and photon-based controls, and nonphysical controls such as the rayswitch map and object properties. These tips are invaluable for lighting and rendering specialists who control or eliminate excessive color bleed in the most fast and efficient manner possible.
Syllabus
Introduction and Important Information
- Welcome
- What you should know before watching this course
- Using the exercise files
- The 3ds Max project structure
- File gamma handling
- How our test scenes are set up
- A little bit about how light works
- Defining color bleed
- Controlling reflectance through color values
- Controlling reflectance in bitmap images
- The laws of thermodynamics at work
- How geometry setup can affect color bleed
- The power of the White Balance control
- Choose color placement carefully
- FG Diffuse Bounces control
- Beware of the FG and Photon Multiplier controls
- Photon Energy setting
- Photon decay rate
- The override material, saving GI maps
- The Object Property controls
- Using the rayswitch map
- The mental ray Connection rollout
- What Next?
Taught by
Brian Bradley
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