Reducing brightness of objects in Iray
RenderPretender
Posts: 1,041
What is the recommended solution, when using Iray, to having props or objects that are too bright (reflect too much light) in a scene in which the lighting is otherwise ideal? I like the background props and don't want to eliminate them, but my lighting is spot on for the character and I'd rather not mess with it. Chasnging the base color from white to a shade of gray does indeed seem to help.
Thanks for any additional tricks!
Post edited by RenderPretender on
Comments
Increase the roughness and/or specularity.
Thank you. But diffuse or glossy? Or both?
Edit: Neither looks as good as changing the diffuse color from white to gray.
The Ultimate iRay Skin Manager add-on can also quickly lift gamma across some or all textures. I've not tried it yet, but it sounds like it works much like Poser's native gamma lifting. I assume it can work across all textures, not just those it sees in the "Skin" slot. Usually, the user would want to lift the gamma, but you could also go the other way and have the textures be darker.
Iray is a PBR renderer. The spectrum from black to white is a measure of how much light a surface reflects. So the more black it is, the more light it absorbs and the less it reflects at the camera. Roughness, on the other hand, controls how well the surface reflects light. A high roughness value will scatter the light rays all over the place, resulting in a dull appearance, whereas a low roughness will reflect the light straight towards the camera, creating a mirror-like surface.
So making a surface grayer will increase the amount of light it absorbs, but it won't change the way the light is reflected at the camera.
Almost as a matter of course, I tone down the diffuse and others that have pure white. An example would be sneakers - the white plastic soles look like arctic snow on a bright and sunny day. Not realistic so I make them a shade of grey and tone down the glossy and top-coat settings (including reflectivity and increasing roughness, etc.) I have never understood why the PAs insist on using pure white so often but then I have no PBR knowledge and I am just tweaking to my own satisfaction.
Going back to roughness, I often find that materials come with a high glossy setiing which is compensated for by maximum roughness which has the added effect of making the material look weird in the OpenGL viewport.
Thanks for the assist on this, all! It's provided a functional solution that will allow me to use the desired props.