Autodesk 12812-051462-9011 User Guide 3 - Page 479
Advanced Lighting Override Material
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Viewport Use these buttons to choose which material appears in shaded viewports: the original material (upper button) or the baked material (lower button). Render Use these buttons to choose which material appears in renderings: the original material (upper button) or the baked material (lower button). Advanced Lighting Override Material Material Editor > Type button > Material/Map Browser > Advanced Lighting Override This material lets you directly control the radiosity properties of a material. Advanced Lighting Override is always a supplement to a base material, which can be any renderable material. The Advanced Lighting Override material has no effect on ordinary renderings. It affects the radiosity solution on page 6168 or light tracing on page 6154. Advanced Lighting Override has two main uses: ■ Adjusting the material properties used in a radiosity solution or light tracing ■ Creating special effects such as having self-illuminating objects contribute energy to the radiosity solution As the rollout for the Advanced Lighting Override material states, you don't have to apply this material to obtain a radiosity solution, and most models will never require it. IMPORTANT The mental ray renderer on page 6230 does not support the Advanced Lighting Override material. Obtaining a Better Image Materials that use default settings can be highly reflective. This can lead to overexposed or washed-out radiosity solutions. In general, the best way to adjust this is to reduce the HSV Value (V) of a material color; or, for a bitmapped material, reduce the RGB Level. In some situations, Radiosity Override can improve the appearance of the radiosity solution. Examples of situations where Radiosity Override can help include color bleeding and large dark areas: ■ You might want to reduce Reflectance Scale or Color Bleed when a large area of color (for example, a red carpet in a room with white walls) creates excessive color bleeding. This might be physically accurate, but the eye 5734 | Chapter 19 Material Editor, Materials, and Maps