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  <title type="text">KrayBugTracker::</title>
  <subtitle type="text">
    KrayBugTracker::Kray3 Feature Requests: Recently closed tasks
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  <id>http://www.kraytracing.com/bugtracker/</id>
    <updated>2019-01-10T08:58:12Z</updated>
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    <entry>
    <title>FS#184: PhyskySun control and desaturate... and postprocessing</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=184" />    
    <updated>2019-01-10T08:58:12Z</updated>    
    <published>2018-06-20T06:32:49Z</published>
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<p>
This is not bug but very requirement feature: we need finally to have control over Physky Sun from Layout lights.<br />Solution is easy: control from direction light source from Layout (position does`t matter)<br />Second request is to have desaturate option (0-100%) for whole Physky which will allow users to render interiors like &#8220;studio interior&#8221; (I suggest to have 2x desaturation: for Physky background and Physky Sun)
</p>

<p>
So in this request, extra 3 options in <acronym title="Graphical User Interface">GUI</acronym>:<br />- control Sun position (selection light source)<br />- desaturate Sun<br />- desaturate background
</p>

<p>
 …easy task but will help a lot.<br />
</p>
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    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:184</id>
  </entry>
    <entry>
    <title>FS#152: Override mode: override color</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=152" />    
    <updated>2019-01-10T08:43:53Z</updated>    
    <published>2017-11-23T13:49:04Z</published>
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<p>
Need to be same color everywhere (RGB 241.241.241)<br />Of course LEM`s are unteachable in this case.<br />I am not sure is this bug: selecting <strong>Pure Color</strong> and <strong>Pure Diffuse</strong> create total white render.
</p>

<p>
Need this for future tests.<br />
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:152</id>
  </entry>
    <entry>
    <title>FS#138: K3Shader GUI</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=138" />    
    <updated>2019-01-10T08:37:02Z</updated>    
    <published>2017-11-01T08:23:10Z</published>
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<p>
Shader <acronym title="Graphical User Interface">GUI</acronym> should contain all features in on window.<br />I think is time to start create.
</p>

<p>
 Perhaps <acronym title="Graphical User Interface">GUI</acronym> for that will be big and it will need scrolling. But if we add activation button - it will be less mess.<br />All effects for K3Shader can be activate in the same time but still in one window.<br />It will grow in future but everything will be in on place. 
</p>

<p>
<strong>We will create at least three sub options:</strong> - K3Flags (all necessary flags: unseen flags, Invisible LEM)<br />- K3PowerShader (contain all K2 features)<br />- K3ShaderSurfaces (physical surfaces)
</p>

<p>
K3Shader can not override Nodes settings (especially texture pre-processing)<br />
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:138</id>
  </entry>
    <entry>
    <title>FS#136: Override mode: LEM color</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=136" />    
    <updated>2019-01-10T08:23:45Z</updated>    
    <published>2017-10-31T13:45:43Z</published>
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<p>
Override mode works now perfect: all flags works.<br />One thing is not working: <strong>LEM surfaces should keep his own color</strong> and not be overridden by color from Override <acronym title="Graphical User Interface">GUI</acronym>.
</p>

<p>
Scene has turn ON override mode where <strong>Sphere LEM + Window LEM should have RED color.</strong>
</p>

<p>
It will help with testing Kray, priority high.
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:136</id>
  </entry>
    <entry>
    <title>FS#133: Direct light connected with Physky</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=133" />    
    <updated>2018-07-02T07:02:13Z</updated>    
    <published>2017-10-31T11:33:59Z</published>
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<p>
Easy task.  <br />We need to create an option for controlling Physky Sun by Lightwave Light.<br />The best solution is to make default Physky Sun connected with first light from Lightwave. <br />First (default) light from Lightwave in empty scene is <strong>LW direct light</strong> and this light should be automatically connected in <acronym title="Graphical User Interface">GUI</acronym> with Physky when user  activate <acronym title="Graphical User Interface">GUI</acronym> Physky from K3. Later we can change it in Physky <acronym title="Graphical User Interface">GUI</acronym> (available LW Lights list names)<br /><strong>Ignore Light option in Physky <acronym title="Graphical User Interface">GUI</acronym> should be change to track light direction and have exclusion from scene.</strong> User will have easy live:<br />-	Start Lightwave<br />-	Open objects and create scene<br />-	Open Kray and Physky<br />-	Use direct light (default) in LW as control for Sun position<br />-	Press render button
</p>

<p>
I put Critical because this option is necessary for testing.  <br />Try not to use K3VPR - there are some refreshing bugs which I will upload soon.
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:133</id>
  </entry>
    <entry>
    <title>FS#140: reflection booster</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=140" />    
    <updated>2018-07-02T07:00:50Z</updated>    
    <published>2017-11-02T08:52:27Z</published>
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<p>
We want special (fake solution) booster effect for reflection.
</p>

<p>
Background theory:<br />people from Maxwell and other Path Tracing render engines says that using HDRi they get better reflection on materials.<br />It`s happen that because HDRi has very dynamic pixels information and by this reflection effect is stronger.<br />Of course this is very bad solution for rendering generally and generate a lot bad photons and problems with LimitDR.
</p>

<p>
In theory solution is very easy: in <acronym title="Graphical User Interface">GUI</acronym> special global multiplayer for reflection: Range  (1 —- infinite range)<br />1 is default.
</p>

<p>
We should have also <strong>clamps</strong> for that as second option:<br />reflection with low reflection level <strong>should not be boosted.</strong> Clamp should have percent level: 20% means reflection under this level are not boosted (in example scene <strong>we do not need boost</strong> floor in reflected ball)<br />How to make detection clamp - I leave you. Maybe 100% means maximum reflection on ball (in this case Ring over ball)<br />After that we will catch good level.
</p>

<p>
 Scene for testing where:<br />- outside is sphere with LEM 500 for fake reflection (unseen by Radiosity and Unseen by Camera, so still we see Physky)You must activate/deactivate in scene editor.<br />- inside LEM Ring for interior reflection <br />We can not increase LEM Ring (it has maximum level luminosity acceptable for interior lighting)
</p>

<p>
Reflection booster will allow us to keep normal light outside interiors (exposure Physky) and gets good reflection levels which always are too weak.<br />Also in interiors we will get boost from LEM bulbs and other lights.
</p>

<p>
Of course this will be fake solution but I think this option will support very well future tone mapping.
</p>

<p>
<strong>Would be good to have this not as Engine Render option but like extra tone mapping feature.</strong>
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:140</id>
  </entry>
    <entry>
    <title>FS#127: Corner error</title>
    <link href="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=127" />    
    <updated>2017-10-26T19:54:12Z</updated>    
    <published>2017-10-09T15:26:07Z</published>
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<p>
This error appear sometimes and looks like light leaks.<br />It comes from Path Passes option.
</p>

<p>
I tried many options:<br />- increase/decrease GI resolution<br />- different Path Passes distance 10-100%<br />- more photons<br />- disable Path Passes - it helps but this is no solution for rendering (I tested normal scenes and without Path Passes looks very bad)
</p>

<p>
In Path Tracing render is correct.
</p>

<p>
Need research problem.<br />
</p>
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    </content>
    <author><name>Janusz Biela</name></author>
    <id>http://www.kraytracing.com/bugtracker/:127</id>
  </entry>
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