Clamp direct light for only one material in blender

Tips, trick's, and links about computer graphics world

Moderator: joepal

Clamp direct light for only one material in blender

Postby joepal » Mon Oct 10, 2016 7:44 pm

Anyone know of any cycles nodes setup trick for clamping/darkening a direct light ray, but only for a specific material?

Image

As you can see here, the direct light whitens out parts of the skin, which looks ugly. But the light source is needed at that strength for the rest of the scene to look sane.

I tried faking it with a light path node, but the results were not impressive:

Image

Node setup:

Image

Anyone got a suggestion for solving the whiteout problem short of turning down the direct light source (which looks fine for the rest of the scene) ?
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4469
Joined: Wed Jun 04, 2008 11:20 am

Re: Clamp direct light for only one material in blender

Postby Aranuvir » Mon Oct 10, 2016 10:22 pm

Sorry, not exactly what you have been asking, but did you try to reduce the light source and add in some ambient occlusion via the world settings. Increase it in very small steps: 0.01. Or use more then one light source? Perhaps the "light falloff" node could help, too.

And I found this on stackexchange: http://blender.stackexchange.com/questi ... ht-sources. Here they are using render layers.

Perhaps this helps a bit.
Aranuvir
 
Posts: 1314
Joined: Sun Oct 12, 2014 2:12 pm


Return to Off topic

Who is online

Users browsing this forum: No registered users and 1 guest