I need help.Anyone know is there any way to avoid the dreamscape seasurface being overpowered by fR GI? I need fR GI illuminate all objects in my scene except ds seasurface,but the seasurface always get too bright eventhough its receive GI propeerty is unchecked.Thanks in advance.
dreamscape issue
I’m only learning dreamscape, and I don’t know what your scene looks like, but from the tutorials I’ve read, it seems you don’t need GI on. Use dreamscapes own GI, which is the enviroment/atmospheric settings, under ‘daylight control’ and click render daylight. It might help, or you might already know this, the thing is I tried!
BTW on the matter of dreamscape, have you any idea about creating a pink sunset, all I get is orange.
You can right click on the sea surface, select object properties, and in the fR properties tab you can turn off “Receive GI” and just use the material settings for the sea surface to get the look you want.
As for getting a pink colored haze…I haven’t used DS for a while, but I think you have a color setting in the Haze portion of the rollout…plus you can easily change that in your compositing application, with Color Correction tools
Thank you Don!
Actually i am doing a outdoor scene which an aircraft carrier floating on a large body of water.For the high poly count reason i choose fR as my GI and raytrace solution.That’s why i don’t use ds daylight system.
Also,i did exactly what you said like deselect “receive GI” option in fR properties tab before,but the ds seamaterial gives me no GI option to control the look i want.I tried max direct light type as sunlight source with fR skylight as fill light.This way i overcome the issue mentioned above and i can use the sweet de sea material.But when i render the seasurface,it always crash with my high-poly hull object while renders no problem with any low-poly object.
I’ve tried a lot of different approaches and setting with no succesful results, now i feel very frustrating.
For a pink sunset,you can try overlay a second layer of cloud which is a little bit pink(or any color you want)tinted atop of the existing cloud layer and tweak some of the settings like desity or scettering …
I was suggesting no GI (sending yes…receiving, no), since you can emulate the look you want (using Dreascape SubSurface atmospheric in conjunction with the Dreascape Sea Material) without using it to receive GI.
The dense mesh causing the scene to crash seems to point at a memory issue. Maybe baking a normal map from the High Poly and project it onto a lower poly version would do the trick?
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