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Global Illumination for the Beginner

By Rick Timmons
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Date Added: 16th June 2009
Software used:
3ds Max, mental ray

In comparing the two renders, the light levels are still acceptable, however, we've added an additional artifact of color bleed rising from the floor to the ceiling. Showing you how to get rid of color bleed at this time is purely an academic point as during Final Gather color bleed can return as it will with this scene. To rid your scene of it now, first close the clone and the render panels to clear the work area. Hit H to call up the Select Objects panel, and select Floor from the list. Right click on the floor, and click Properties in the Transform part of the quad menu. Click the mental ray tab of the Object Properties panel, then click the option box for Generate Global Illumination to disable it. What we've done is to stop the floor object from reflecting any photons from its surface. When photons are reflected from the surface of an object it carries with it the color information from the previous object as well. Click OK to close the panel and hit F9 to render.

1158_tid_GRmr04.jpg

Step 7: Reflections

From our last two renders you might have noticed our floor isn't very shiny, and that our furnishings seems rather flat. The floor should have a nicely waxed finished and the furnishings are molded black acrylic. If you explored the Material Editor while applying the materials to the objects you might have noticed that two of the materials had raytrace applied to their reflection maps. Now, we'll activate these reflections and do another quick render. The two materials are Flooring and Furnishings. Hit M to bring up the Material Editor, click the third material slot for Flooring, open the Maps rollout, then click the option box left of Reflections to enable it.

Repeat this step for Furnishings. Close the Material Editor. Hit F9, and compare your results with below:

1158_tid_GRmr05.jpg


 
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