Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 13-08-2005 , 06:16 PM
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Join Date: Apr 2003
Posts: 19

What's the deal with FG Falloff?

So I'm working on lighting a room with mental ray and final gather, and I'm going nuts trying to get the whole room lit by a plane with a very bright shader. Basically I have two options. 1) Pump up the Final Gather Scale so the dark parts of the room are lit better, but the areas near and around the plane are blown out, or 2) Lower the Final Gather Scale so that the areas around the plane look decent, but the rest of the room is too dark. Basically the problem is that the FG rays are falling off too much. I know MR has FG Falloff settings, but they only increase the falloff. As far as I can tell you can't decrease it. If I look around the room I'm in, there is certainly a high dynamic range, but not nearly as high as what I'm getting in maya. Any ideas? Thanks for any help.

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