Example: Using the GI MaterialThis example shows how the use of a GI material will affect the rendering. 
Scene rendered with 2 VRay materials. |
|
As you can see the scene represents a square-type room. There are window openings in one of the walls. There is a Direct Light coming through, which simulates the Sun. The Floor has a texture in the Diffuse map slot. All the rest - the walls, the ceiling and the teapots have a Default VRayMtl with a Diffuse Color (200,200,200). On the first render, it is absolutely visible that all the walls, the ceiling and the teapots have been rendered in some light brown (pale pumpkin) Color, although they have a light-gray material assigned. This is because of the Color Bleeding, which is generated by the GI calculation. On the second picture, the scene is rendered with a VRayOverride GI material assigned to the Floor. This material contains in itself the initial 2 Vray materials - the Floor's and the Walls' ones. So now assigned on the Floor object, V-Ray will know that while calculating the GI it has to use the GI material /in our case: Walls -VRayMtl with Diffuse Color(200,200,200)/ and during rendering it will use the Base material /in our case: FLOOR- VrayMtl with texture in the Diffuse Slot/. Result of that is quite different from the previous render as the Color Bleeding has gone. Of course this depends entirely on our choice for the GI material. For instance if we had chosen a bluish colored material, the final result would also be tinted slightly to blue, like in the first render - with the pale brown colors. In this simple scene the result of the second render can be produced, with a pre-saved irradiance map, calculated with just the Walls' material assigned to all the geometry. But for a much more complex scene, with lots of different geometry, shaders, textures etc., using the VRayOverride material can be very helpful. |