6.) Bounce Shader Control Summary:
- Power Node, Input2X: Modify this value to modify the surface luminance data by an exponent.
- Falloff Ramp Node, ColorEnty1: Set this to the object local color ( bleed color )
- Falloff Ramp Node, ColorEntry2: Set this to a dark shade of the local color ( ambient color )
- Falloff Ramp Node, Interpolation: Change this to modify the colorEntry blend curve
- Multiply Node, Input2X,Y,Z: Modify these values together to gain up the ramp output. ( brightness )
7.) Set up the Bounce Render Layer for Output: Go back into the sphere's attributes and turn primary visibility back on. We are going to matte it out in the composite. Go into the render globals, under the mental ray tab, and under the custom entities tab, check pass custom alpha channel.
- Set the bleedOutput_SG material's Out Matte Opacity to 0. This will cut the sphere out of the alpha channel and help in the compositing.
8.) Render Passes: Set your render globals to highest quality and Render out a beauty pass, diffusive ambient occlusion pass, and the bouce pass we just set up.
9.) Let the Fun Begin: Bring into a compositing program. Photoshop will done fine, but for the tutorial I'm using Fusion.
- Subtract the Bounced Light. Final gather already bounced light into the areas we want to add color to. We need to remove that bounced light, and add it back in as colored light. If we don't we could end up with too much reflected light in our shadows, and not enough bleed on our lit surfaces. Desaturate your Bounce pass and subtract that result from the Beauty. Make sure to post-multiply the bounce pass by it's alpha channel before you subtract, you don't want to affect the sphere, only the walls.

- Add the Colored Bounce Back. That's it. Just add it to the difference from the last step. ( Notice there is some posterization on that bounce pass, I only rendered out 8 bit images for this tutorial. Ideally 16 or 32 bit formats should be used for flexible compositing. If I had, I probably would have done some Gaussian blur on that pass before I subtracted and added it. )

- Composite the Diffusive Occlusion. Whatever you like here. I liked the effect of using a soft light blend on this image.

- Color Correction. Whatever you like here as well. Have fun!
Final Color Corrected Image ( Rollover for the uncorrected )

Just for Fun: Final Color Corrected Image ( Rollover for the Beauty )

|