kai.scorpio Posted January 24, 2008 Share Posted January 24, 2008 Is it possible to increase only the brightness/saturation of the irridiance from the vex global illumination on a light template? I can't really see if my trials with it are working, I think I am getting a slight color shift, but I can't really be sure, so how can I make the irradiance more visible in the final render? If there are any better ways to go about getting Irradiance, because as far as I know only PBR and the vex GI shop are possible, and PBR is not really an option for animations (too slow). Quote Link to comment Share on other sites More sharing options...
ihab Posted January 24, 2008 Share Posted January 24, 2008 (edited) increase the "Global Tint" to something more than 1,1,1 .. if you're using an hdr map in the "Environment map " do the same for the Environment tint. cheers Edited January 24, 2008 by ihab Quote Link to comment Share on other sites More sharing options...
kai.scorpio Posted January 25, 2008 Author Share Posted January 25, 2008 not really what I was after, I think I wasn't being clear in my post... I mean is it possible to increase the effects, (I'm mostly after color bleeding here) without increasing the brightness of the scene? Quote Link to comment Share on other sites More sharing options...
Jason Posted January 26, 2008 Share Posted January 26, 2008 not really what I was after, I think I wasn't being clear in my post... I mean is it possible to increase the effects, (I'm mostly after color bleeding here) without increasing the brightness of the scene? First off - make sure that your Background Color in your VEX Global Illumination SOP is off. This might be a major part of your issue. Colour-bleeding is basically the addition of diffuse reflection, so it will always be additive. Note that white areas also "bleed" white light, increasing the luminance of the scene more dramatically. If you're not scared of writing your own shaders, you could make a shader which only tints the surface by the results of the VEX irradiance() call.. you can use rgbtohsv() and hsv2rgb() to preserve luminance and just swap the hue and saturation. Quote Link to comment Share on other sites More sharing options...
kai.scorpio Posted January 26, 2008 Author Share Posted January 26, 2008 The first one was what I was doing wrong... didn't think of the backround color. I'll look into the shader writing, I think I'll need that sooner or later anyway. Thanks! Quote Link to comment Share on other sites More sharing options...
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