Hi,
i need a scene without general color bleeding for all objects.
The only way i found is to select toon for one objekt and it works, no color bleeding.
Is this the only way?
I know octane is a path tracer, but i need a scene mix.
thx for any help
milan
i9, 14 core, 4 x 2080ti
i7, 8 core, 2 x 1080, 1 x 2080ti
Color bleeding
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Hi Milan,
have you tried in Direct Light AO mode?
There is no GI, so no color bleeding.
Note that you need a white/gray Environment, and to play with AO Distance value.
ciao Beppe
have you tried in Direct Light AO mode?
There is no GI, so no color bleeding.
Note that you need a white/gray Environment, and to play with AO Distance value.
ciao Beppe
- Antoncromas
- Posts: 43
- Joined: Fri Oct 05, 2018 3:53 pm
Render once with object in grey then render region it in color and comp it in post. Or just render it in grey and rebuild the beauty in post just replacing the diffuse channel to w/e color you wont. If its a texture than use a UV pass remap it in diffuse slot in post.
In Path Tracing, you could try to reduce a lot the GI Clamp (below 0.1), and compensate with Gamma in the camera imager.
ciao Beppe
ciao Beppe
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
I just was looking for a way to reduce color bleeding, because I always had to deal with wooden floors which lead to colourful walls. Best way I found is to use a rayswitch node with diffuse set to 0 and using that for a mask to reduce the saturation of the material diffuse color.
Btw. is color bleeding too strong in octane or this this an optical effect that in reallife this effects is not as strong in rooms with wooden floors?
Btw. is color bleeding too strong in octane or this this an optical effect that in reallife this effects is not as strong in rooms with wooden floors?