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  1. #1
    Skaarj
    Join Date
    Oct 2010
    Location
    Kyiv
    Posts
    17

    Default Lightmass desaturation

    Hi! I have a simple question - is there any way to light scene with indirect lighting (lightmass), but with turned off (or decreased) color bleeding?
    Example: room with window, white walls and roof, red floor. One dominant light. Light beam is on the floor.
    After building light with default lightmass settings whole room is filled with soft red color (color bleeding from the floor). But I need original colors of walls and roof remain unchanged.
    Decreasing of "diffuse boost" parameter can help a little bit but room become much darker. So ideal solution is to desaturate photons that comes from the floor. Is it possible at all?
    Thanks!

  2. #2
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Location
    Chicago Il
    Posts
    175

    Default

    in every light there is 'indirect lighting saturation' just set it to 0 to turn it off.

  3. #3
    Skaarj
    Join Date
    Oct 2010
    Location
    Kyiv
    Posts
    17

    Default

    Thanks, but it doesn't help. As I understand, "Indirect lighting saturation" parameter is for adjusting color contribution of the light to the photon color. But color bleeding after photon meets some colored surface is still there.

  4. #4
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,062

    Default

    Have you tried adjusting the light bounce setting in the world properties to 1 or even 0?

  5. #5
    Skaarj
    Join Date
    Oct 2010
    Location
    Kyiv
    Posts
    17

    Default

    Just tried. With bounces=0 there is no GI (completely dark room), with 1 and above result the same, color bleeding is there.

  6. #6
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,062

    Default

    You could try adding a point light with the color you want and use a different lighting channel for that and set the meshes in the room to the same lighting channel.


 

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