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Re: Exterior Node test

Posted: Sun Apr 05, 2015 12:41 pm
by Janusz Biela
I am not sure about surfacing in K3. We did not take decision yet. Personally I would like Kray Node System (similar to V-ray system). We talked with G. about this but this can take a lot time to create. For sure It will be Oren–Nayar reflectance model (http://en.wikipedia.org/wiki/Oren%E2%80 ... ance_model) as part of engine render.

Also exist idea to create next plugin: Kray Surface Shader which will contain all surfaces which are necessary to render directly from render engine: SSS, displacement, realistic glass.

I can not answer your question yet but this is my number one feature. In render are important only two thinks: good light system and surfacing. First is done in K3 with new physical lights and new LEM system.

Re: Exterior Node test

Posted: Sun Apr 05, 2015 3:19 pm
by 3dworks
a shader with nodal access would be great for the surfacing system! this way it would be only used if kray is active as engine, right?

as for the lights and basic surface parameters i wish we can use all standard LW ones...

cheers

markus

Re: Exterior Node test

Posted: Sun Apr 05, 2015 6:34 pm
by Janusz Biela
3dworks wrote:a shader with nodal access would be great for the surfacing system! this way it would be only used if kray is active as engine, right?
This one, sorry still I do not know. G. did not take decision how we can deal with that. Of course the best choice would be Kray Node System but as I mentioned earlier this will be huge job in coding. Still open subject. More probably are Nodes in LW system or shaders is surface editor.. After run Core K3 we will think about it.
3dworks wrote:as for the lights and basic surface parameters i wish we can use all standard LW ones...

cheers

markus
...and still we use them but in different way:
- Area Lights are now not simulated in Kray 3.0 but transformed to Kray Area Light. It means: nothing changes in GUI layer for user. Still you setup size, angle, position, power, colour, but behaviour is totally different. No noise, better photons distribution, better shadows quality, faster render.
- LEM has now new photon mapping system
- IES has new light quality

details very soon.

Re: Exterior Node test

Posted: Mon Apr 06, 2015 5:49 am
by Keraressi Abdelkarim
Here my test.

Re: Exterior Node test

Posted: Mon Apr 06, 2015 1:42 pm
by graflukas
Realy nice. Congrats :)

Re: Exterior Node test

Posted: Tue Apr 07, 2015 12:56 pm
by S0nny
Janusz Biela wrote:Here my fast test in QMC mode in Kray.
Arch_kray.png
V-ray 6 min:
V-ray_RAW.png
Janusz, is that a vray raw or a pp one?
Because to me the vray one looks like it has better reflections on the glass and on the bench, and better shadows (more rich/depth, like more AO effect).
Maybe it's just the material setup, or maybe the vray one is the result of pp with buffers?
Just curious.

Re: Exterior Node test

Posted: Tue Apr 07, 2015 1:55 pm
by S0nny
Janusz Biela wrote:btw
Thanks for the dirt shader subject!
here is working under Kray, Edge Node:
edge_Node.jpg
I think by this Node we can do exactly same affect like V-ray Dirt Shader :idea:
capture132.png
Another question: is this setup working with lw 2015.2? I can't get it work even with lw native render, it crashes on vpr or F9...

EDIT: Fixed the problem, now it works.

Re: Exterior Node test

Posted: Tue Apr 07, 2015 9:11 pm
by Janusz Biela
Both renders are RAW and both in QMC mode.
There are some differences (of course!). First: I do not use Specular system at all so it can be I missed some reflections. To avoid this problem we can make fake reflection surface and hide it from camera or use special tool in Kray: Trace Direct Lights Reflections from Quality Tab in Kray menu. I do not like specular so I do not use them. Missing reflection on the bench: too low Fresnel. I did not setup surfaces in this scene I just wanted make similar light and speed render.

Re: Exterior Node test

Posted: Tue Apr 07, 2015 9:13 pm
by Janusz Biela
here:
capture144.png
Is very simple. Image dirty for dirt effect (can be anything, image or math)
I split texture for two because one is original and second one by color tool for dirt effect (bright old corners):
edge.png
...there are some errors under frames, I have to check it. Maybe I just connect wrong channels.

Re: Exterior Node test

Posted: Tue Apr 07, 2015 10:36 pm
by S0nny
Janusz Biela wrote:here:
capture144.png
Is very simple. Image dirty for dirt effect (can be anything, image or math)
I split texture for two because one is original and second one by color tool for dirt effect (bright old corners):
Very good, it'd be perfect if dp edge could mix dfferent materials also and not just the textures, but in most case can be fine like this.

Re: Exterior Node test

Posted: Wed Apr 08, 2015 1:51 pm
by djwaterman
Janusz, you said you use the ee-grit node all the time, but then you went on to show a similar effect using the edge node. Which is it?

Are there any surfaces available of yours that already contain both techniques and can I download them to examine?

Re: Exterior Node test

Posted: Wed Apr 08, 2015 4:15 pm
by Janusz Biela
djwaterman wrote:Janusz, you said you use the ee-grit node all the time, but then you went on to show a similar effect using the edge node. Which is it?

Are there any surfaces available of yours that already contain both techniques and can I download them to examine?
I will try post something. If will nothing appear in 1-3 days, please refresh this request.

Re: Exterior Node test

Posted: Wed Apr 08, 2015 8:07 pm
by Janusz Biela
It took fast..here update in Nodes sub-forum:Edge/Corner