9
Advanced Lighting Override Rollout 1541
Left: Excessive b leeding of the floor color onto the walls
and ceiling.
Right: Reducing the floor’s Reflectance Scale causes 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 c an maintain the
floor’s color but increase reflectance, giving the
sol ution the colors you want while increasing
its brig htness.
The room is lit only by spotlights p ointed a t the floor.
Increasing reflec t ance of th e floor brightens the entire
room.
Tip: Check the reflectance and transmittance
display (page 2–1430) to get an idea of how
the c urrent material will affect the radiosity
solution.
Inter face
Wa rning: There is no problem with reducing the default
scale, but increasing it for any of these parameters might
cause colors to “burn out ”: if the scale is too great, they
render as pure white, appearing overexposed.
Emit En ergy (B a sed on Lumina nce)—When on,
the material contributes energ y to the radiosity
solution, based on the material’s luminance value
(see above).
Note: The mental ray renderer (page 3–78) does not
use this setting. T he Architectural material does
not cont ribute to the scene’s lig hting.
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 material into account, turn on
Emit Energ y (Based On Luminance).
Upper left: By default, luminous neon lights do not influence
the scene light.
Right: With Emit Energy on, the radiosity solution takes
luminance into account.
Tip: When you increase luminance to achieve a
special effect in the rendering (for example, to
make the globe surrounding a lamp appear to be
glowing), probably you shouldn’t turn on Emit
Energy (in t he example, both the globe and lamp
would then add light to the scene). When you