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White becomes blue
Posted: Tue Mar 08, 2011 6:29 pm
by Skeletor
Could someone explain why the carpet in this image becomes blue? And maybe know a way to fix it?
I would imagine it's something to do with the sky lighting (daylight system) casting slightly blue light? But why isn't the door blue then?

Re: White becomes blue
Posted: Tue Mar 08, 2011 7:23 pm
by Magog
On the material carpet, have you applied a texture?
If yes, have you assigned a uvmap at the carpet?
Sorry for my terrificant english!

Re: White becomes blue
Posted: Tue Mar 08, 2011 7:56 pm
by Skeletor
It's just a procedural, with no textures (and no uv), but it's also blue if it's just a plain white diffuse material.
Re: White becomes blue
Posted: Tue Mar 08, 2011 8:12 pm
by greg.thoman
It almost looks like it's an emitter.

Re: White becomes blue
Posted: Tue Mar 08, 2011 8:32 pm
by Magog
Have u tried to export a new scene giving the floor a uvmap?
Re: White becomes blue
Posted: Tue Mar 08, 2011 10:19 pm
by Skeletor
Magog: Why would the uv map have anything to do with it? It's a simple plane.
With texture lighting it doesn't turn blue, but I'd like to use the daylight system.
Re: White becomes blue
Posted: Wed Mar 09, 2011 11:18 pm
by radiance
Just switch the material to a plain diffuse and make sure there is nothing on the material's emission channel...
It might have accidentally imported it as an emitter.
Radiance
Re: White becomes blue
Posted: Thu Mar 10, 2011 2:21 am
by Skeletor
It does the same with a normal diffuse material with no emitter. I made the light come in from a different angle and that helped. It seems that it only turns blue if the light comes almost straight above through a window in the roof.
Re: White becomes blue
Posted: Thu Mar 10, 2011 2:32 am
by saford91
Are you lighting it with an emitter? If so, try a blackbody emission. You can change the color temperature to make it more reddish and less blue.
Re: White becomes blue
Posted: Thu Mar 10, 2011 2:43 am
by radiance
I think the issue is that your model is imported way too large and the default configuration without global illumination on for editing (eg directlighting) has it's default AO ray length too small.
If you switch to pathtracing it should render fine, or, for editing or previewing, either import in the correct scale, or change the AO length parameter in the directlighting kernel settings in the preview configuration.
Radiance