Author Topic: How do I reduce the strength of secondary bounces (color bleed) globally?  (Read 371 times)

2019-01-11, 16:20:17

lupaz

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Hi there,

I feel that the color bleeding is too strong in general. How can I reduce it globally and not with rayswitch?

Thanks.

2019-01-11, 16:30:19
Reply #1

sprayer

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I was have similar task in some product render and find what you may reduce it with light, make light less strong but with more area light just experiments and you will see how it will be less visible bounce color. Would help to use light from HDR Light Studio

2019-01-11, 17:56:00
Reply #2

lupaz

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Thanks, but I was hoping to control it globally by reducing the intensity of the secondary GI.
Is this possible to do?

2019-01-12, 00:16:33
Reply #3

Ondra

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Only solution now would be to render in elements and darken the CESSENTIAL_INDIRECT pass in post...
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2019-01-14, 11:25:46
Reply #4

maru

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Or you can reduce Max Sample Intensity in the Performance tab to lower the overall GI intensity (it's not really bleeding color, but more like brightness).

2019-01-14, 16:03:47
Reply #5

lupaz

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Thanks Maru, Ondra.

I like the contrast when I lower the MSI value.
But it does something strange with 1 or lower values though:
All textures in reflections are blurred to their average color.
For example if I have the camera pointing to a mirror, and I have MSI in 0.1, all textures reflected in the mirror are blurred to an average (or clamped?).
The same textures visible outside the mirror remain ok.

I read this https://coronarenderer.freshdesk.com/support/solutions/articles/5000515636-what-is-max-sample-intensity-msi-
but it doesn't seem to say anything about that; only about reflection caustics. No?


2019-01-18, 13:12:12
Reply #6

maru

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For example if I have the camera pointing to a mirror, and I have MSI in 0.1, all textures reflected in the mirror are blurred to an average (or clamped?).
The same textures visible outside the mirror remain ok.
Strange. Can you post an example of this?
I guess it's because reflections are basically GI, so they get clamped by MSI too.

2019-01-18, 16:38:26
Reply #7

lupaz

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Sure.
Here you go.


2019-01-18, 16:51:59
Reply #8

TomG

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Probably a strong argument for not using such a low value of MSI (which is not recommended - the default should be fine in most cases).

2019-01-18, 18:05:22
Reply #9

lupaz

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2019-01-23, 11:14:17
Reply #10

maru

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