View Full Version : color bleeding 3Delight

04 April 2010, 11:35 AM
id like to render this scene from escape studios "RenderMan Certified Courseware" with 3DL...

but i dont get the color bleed to work...
im using the envlight2 shader in the ambientlight, but i get an dark grainy result...
converted an hdri image to .tdl for the envmap...

any ideas what im doing wrong...?

are there any guideline how to setup a scene for 3delight..?
all these light and geo attributes are really confusing for me...

04 April 2010, 02:10 PM
You need to add geometry attributes to your geometry :)
As you are using the raytraced way, you need to make your geometry visible to the env shader.

04 April 2010, 03:30 PM
with the envlight2 you can't get bleeding magically..
Envlight2 will provide some shadowing effect and is also relate to your env setup.
You can get some finalgather with the indirectlight + photons (load the example file provided with the sw) - You can get bleeding effect with some custom shader or with photons.
Check 3delight forum page form more :)
And also look here ( for some programming basics
Take a look over here ( for some more stuff
.. and sorry for not being more specific but i'm in hurry, cya.

04 April 2010, 03:53 PM
thanks for info...
im looking into...

04 April 2010, 04:45 PM
some cool stuff here (

04 April 2010, 06:21 PM
Is there a reason you're using raytraced methods instead of point clouds?

04 April 2010, 06:46 AM
no there is no reason... these are my first steps with 3delight...
so i try everthing i get on infos...

how to avoid raytracing..?
when do i use taytracing... there is no big tickbox for raytracing like in other render engines...

keep the suggestions coming...

04 April 2010, 06:05 PM
searching now in a new direction...
tried this tutorial from Jorge and ints working fine...

but i have no succsess with the second one...
nothing is happening... i get the pointcloud but if i try to read it with the second shader nothing changes...

any ideas or other ways to do it.?

04 April 2010, 08:51 PM
Yeah, you can do that using light shaders or surface shaders. It depends on how you feel more comfortable :)

Here's a lot of info about the ways you can do it and some shaders too.

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04 April 2010, 08:51 PM
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