Hello,
I would like to have an option (slider from 0% = greytone correspondent to the color / texture to 100% = full color bleeding) to control the amount of color which is reflected by diffuse bounces from a material.
Often I have the situation when I have e.g. a wooden floor receiving natural + artificial light, which is then reflected against the ceiling which becomes very yellow/orange tinted.
While this is the expected and correct outcome in principle, I often find the amount of color to be much too intense. A color bleeding option would solve this problem.
I hope this can be implemented despite the fact that it might (or might not?) be 100% unbiased... (actually I don't really know, if different real materials sharing the same diffuse color would emit (or better absorb) different amounts of color...)
best regards
Andreas
wish : material color bleeding slider
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hi,
have you tried to play with the power of the diffuse texture or the V value in HSV color model (if you are using an RGB color instead of a texture)?
It should have a great impact in the color bleeding
ciao beppe
have you tried to play with the power of the diffuse texture or the V value in HSV color model (if you are using an RGB color instead of a texture)?
It should have a great impact in the color bleeding
ciao beppe
Hello beppe,bepeg4d wrote:hi,
have you tried to play with the power of the diffuse texture or the V value in HSV color model (if you are using an RGB color instead of a texture)?
It should have a great impact in the color bleeding![]()
ciao beppe
well the goal here is to be able to control the color bleeding, the saturation not the amount of the light the material would reflect. this should be possible without altering the original appearance of the material itself.
I remember long long time ago in lightscape there was such a multiplier, very handy...
if I lower the diffuse multiplier the material itself will become darker and as a side effect less light would be reflected and therefore less color bleeding would be noticeable, but that is not a solution...
lowering the saturation of a rgb color would of course reduce the bleeding but, as described before, alter the color and therefore is not helping...
best
andreas
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Currently you can achieve this by rendering the diffuse indirect pass, and editing that pass. If you render only the beauty pass and indirect diffuse pass you can subtract the original indirect diffuse pass, and add the edited version.
We don't have plans in the short term to build this kind of modifications into Octane.
--
Roeland
We don't have plans in the short term to build this kind of modifications into Octane.
--
Roeland
thanks for the tip, I will look into it ...roeland wrote:Currently you can achieve this by rendering the diffuse indirect pass, and editing that pass. If you render only the beauty pass and indirect diffuse pass you can subtract the original indirect diffuse pass, and add the edited version.
that is a pity - it is quite useful IMHOWe don't have plans in the short term to build this kind of modifications into Octane.
best
Andreas
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