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    <title>KrayBugTracker::</title>
    <link>http://www.kraytracing.com/bugtracker/</link>
    <description>KrayBugTracker::Kray3 Feature Requests: Recently closed tasks</description>
    <dc:date>2019-01-10T08:58:12Z</dc:date>
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                <rdf:li rdf:resource="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=184" />
                <rdf:li rdf:resource="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=152" />
                <rdf:li rdf:resource="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=138" />
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                <rdf:li rdf:resource="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=140" />
                <rdf:li rdf:resource="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=127" />
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    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=184">
    <title>FS#184: PhyskySun control and desaturate... and postprocessing</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=184</link>
    <dc:date>2019-01-10T08:58:12Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

This is not bug but very requirement feature: we need finally to have control over Physky Sun from Layout lights.Solution is easy: control from direction light source from Layout (position does`t matter)Second request is to have desaturate option (0-100%) for whole Physky which will allow users to render interiors like &amp;#8220;studio interior&amp;#8221; (I suggest to have 2x desaturation: for Physky background and Physky Sun)



So in this request, extra 3 options in GUI:- control Sun position (selection light source)- desaturate Sun- desaturate background



 …easy task but will help a lot.

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=152">
    <title>FS#152: Override mode: override color</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=152</link>
    <dc:date>2019-01-10T08:43:53Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

Need to be same color everywhere (RGB 241.241.241)Of course LEM`s are unteachable in this case.I am not sure is this bug: selecting Pure Color and Pure Diffuse create total white render.



Need this for future tests.

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=138">
    <title>FS#138: K3Shader GUI</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=138</link>
    <dc:date>2019-01-10T08:37:02Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

Shader GUI should contain all features in on window.I think is time to start create.



 Perhaps GUI for that will be big and it will need scrolling. But if we add activation button - it will be less mess.All effects for K3Shader can be activate in the same time but still in one window.It will grow in future but everything will be in on place. 



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



K3Shader can not override Nodes settings (especially texture pre-processing)

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=136">
    <title>FS#136: Override mode: LEM color</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=136</link>
    <dc:date>2019-01-10T08:23:45Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

Override mode works now perfect: all flags works.One thing is not working: LEM surfaces should keep his own color and not be overridden by color from Override GUI.



Scene has turn ON override mode where Sphere LEM + Window LEM should have RED color.



It will help with testing Kray, priority high.

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=133">
    <title>FS#133: Direct light connected with Physky</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=133</link>
    <dc:date>2018-07-02T07:02:13Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

Easy task.  We need to create an option for controlling Physky Sun by Lightwave Light.The best solution is to make default Physky Sun connected with first light from Lightwave. First (default) light from Lightwave in empty scene is LW direct light and this light should be automatically connected in GUI with Physky when user  activate GUI Physky from K3. Later we can change it in Physky GUI (available LW Lights list names)Ignore Light option in Physky GUI should be change to track light direction and have exclusion from scene. User will have easy live:-	Start Lightwave-	Open objects and create scene-	Open Kray and Physky-	Use direct light (default) in LW as control for Sun position-	Press render button



I put Critical because this option is necessary for testing.  Try not to use K3VPR - there are some refreshing bugs which I will upload soon.

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=140">
    <title>FS#140: reflection booster</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=140</link>
    <dc:date>2018-07-02T07:00:50Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

We want special (fake solution) booster effect for reflection.



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



In theory solution is very easy: in GUI special global multiplayer for reflection: Range  (1 —- infinite range)1 is default.



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



 Scene for testing where:- 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.- inside LEM Ring for interior reflection We can not increase LEM Ring (it has maximum level luminosity acceptable for interior lighting)



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



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



Would be good to have this not as Engine Render option but like extra tone mapping feature.

</description>
    <content:encoded><![CDATA[
<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>
]]></content:encoded>
  </item>
    <item rdf:about="http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=127">
    <title>FS#127: Corner error</title>
    <link>http://www.kraytracing.com/bugtracker/index.php?do=details&amp;task_id=127</link>
    <dc:date>2017-10-26T19:54:12Z</dc:date>
    <dc:creator>Janusz Biela</dc:creator>
     <description>

This error appear sometimes and looks like light leaks.It comes from Path Passes option.



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



In Path Tracing render is correct.



Need research problem.

</description>
    <content:encoded><![CDATA[
<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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