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1382 Chapter 16: Material Editor, Materials, and Maps
Left: E xcessive bleeding of the floor color onto the walls
and ceiling.
Right: Reducing the floor’s Re flectance Scale caus es less
bleeding.
You might want to increase Reflectance Scale
when the scene includes a large dark area (for
example, a black floor). This can lead to a very
dark radiosity result. You can maintain the
floor’s color but increase reflectance, giving the
solution the colors you want while increasing
its brig htness.
The room is lit only by sp otl ights pointed at the floor.
Increasing reflectance of the floo r brightens the entire
room.
Tip: Check the
reflectance and transmittance
display (page 2–1274)
to get an idea of how
the c urrent material will affect the radiosity
solution.
Inter face
Wa rn in g : There is no problem with reducing the d efault
scale, but increasing it for any of these pa rameters might
cause colors to “burn out”: if the scale is too great, they
render as pure white, appearing overexposed.
Emit Ener gy (B a sed on Luminance)—When on,
the material contributes energ y to the radiosit y
solution, based on the material’s luminance value
(see above).
Note: The
mental ray renderer (p age 3–77)
does
not use this setting. The Architectural material
does not cont ribute to the scene’s lighting.
Increasing t he Luminance (above 0.0) ma kes an
object appear to glow in ordinary renderings,
but does not contribute energy to the radiosity
solution. To have radiosity processing take a
self-illuminating m aterial into account, turn on
Emit Energ y (Based On Luminance).
Upper left: By default, luminous neon lights do not influence
the scene lig ht.
Right: With Emit Energy on, the radiosity solution takes
luminance into account.
Tip: When you increase luminance to achieve a
special effect in the re ndering (for example, to
make the globe sur rounding a lamp appear to be
glowing), probably you shouldnt turn on Emit
Energy (in t he example, b oth the globe and lamp
would then add light to the scene). When you