Advanced Lighting Override Rollout

The settings on the Adjust Radiosity rollout let you adjust how an Architectural material material behaves in a radiosity solution.

Obtaining a Better Image

Materials with a bright diffuse color or high shininess can be highly reflective. This can lead to overexposed or washed-out radiosity solutions. In general, the best way to adjust this is to reduce the HSV Value (V) of a material's diffuse color; or, for a material with a diffuse map, reduce the map's RGB level. In some situations, the controls on this rollout can improve the appearance of the radiosity solution. Examples of situations where the material's radiosity settings can help include color bleeding and large dark areas:

Interface

Warning: 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 Energy (Based on Luminance)

When on, the material contributes energy to the radiosity solution, based on the material’s luminance value (see above).

Note: The mental ray renderer does not use this setting. The Architectural material does not contribute to the scene's lighting.

Increasing the Luminance (above 0.0) makes 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 Energy (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 the example, both the globe and lamp would then add light to the scene). When you increase luminance because the object really glows (for example a neon light tube), then you should turn on Emit Energy, so that the object contributes light to the scene.
Color Bleed Scale

Increases or decreases the saturation of reflected color. Range=0.0 to 1000.0. Default=100.0.

Color Bleed increases or decreases the saturation of reflected color.

Indirect Bump Scale

Scales the effect of the base material’s Bump map in areas lit by indirect light. When this value is 0.0, the Bump map does not affect indirectly lit areas. This value does not affect the Bump amount in areas where the base material is lit directly. Range=–999.0 to 999.0. Default=100.0.

Tip: This parameter is useful because indirect bump mapping is simulated and not always accurate. Indirect Light Bump Scale lets you adjust the effect explicitly.
Reflectance Scale

Scales the amount of energy the material reflects. Range=0.0 to 1000.0. Default=100.0.

Reflectance Scale increases or decreases the energy of reflected rays.

Tip: Don’t use this control to increase self-illumination; instead, use the material's Luminance setting on the Physical Qualities rollout.
Transmittance Scale

Scales the amount of energy the material transmits. Range=0 to 1000.0. Default=100.0.

Transmittance Scale increases or decreases the energy of transmitted rays.