First OB3 Image

Please post finished works here.
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ingo
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Post by ingo »

Florian wrote:..........The coolest thing on earth would be a buffer for every lightsource. I think maxwell has something like it........
I think Cinema 4D has it too, and a lot of that stuff the Capn has mentioned. A friend of mine is working with C4d and he is able to do a lot of last minute changes with the buffers.
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florian
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Post by florian »

ingo wrote:
Florian wrote:..........The coolest thing on earth would be a buffer for every lightsource. I think maxwell has something like it........
I think Cinema 4D has it too, and a lot of that stuff the Capn has mentioned. A friend of mine is working with C4d and he is able to do a lot of last minute changes with the buffers.
Are you sure? I never saw anything like a buffer for each light in any programm but in Maxwell. But with some good compositing knowlege you can change alot after rendering with just the standard layers.

Cheers, Florian
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phile_forum
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Post by phile_forum »

Silverlw wrote:The more ray's the better! :D Use about 10-100 rays
Set focal depth in lw camera, open Kray GUI wich will now have "DOF target" enabled.
Presumably the narrower the depth of field, the more rays you need for a decent result?
Planet Indifferent - CGI by Phil Emery
http://www.planetindifferent.co.uk
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ingo
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Post by ingo »

Florian wrote:
ingo wrote:
Florian wrote:..........The coolest thing on earth would be a buffer for every lightsource. I think maxwell has something like it........
I think Cinema 4D has it too, and a lot of that stuff the Capn has mentioned. A friend of mine is working with C4d and he is able to do a lot of last minute changes with the buffers.
Are you sure? I never saw anything like a buffer for each light in any programm but in Maxwell. But with some good compositing knowlege you can change alot after rendering with just the standard layers.

Cheers, Florian

Hi Florian,

yes i am sure. It has even buffers for indirect light/raydiosity light and a buffer for each light so you can change the intensity and color, my friend has the Ozone Plugin and even that is on its own layer. So enough things to play with and to ruin a nice rendering :wink:
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florian
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Post by florian »

Two images with DOF. Rendertime is a little long but I had to use around 30 samples because of the heavy DOF.

Cheers, Florian
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sarford
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Post by sarford »

Wow, nice list Captain, especialy those per-object and per light buffers would be awsome. If you could have your light buffers in HRD you'd almost never had to re-render again if you had bad lighting settings, just ajust the exposure and color temperature of your lights and all is peachy! Great idea!

I also like the per object thing though I bet you'll get huge filesizes, especialy on print resolution. But just imagine, render your camera fly-through once, then in post show the empty apartment first, fade in the furniture, then the carpets and paintings etc. You can have titles etc behind stuff etc. In short, you could go crazy with just one time rendering.
Captain Obvious
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Post by Captain Obvious »

I also like the per object thing though I bet you'll get huge filesizes, especialy on print resolution.
Probably, but hard drive space is cheap.


But just imagine, render your camera fly-through once, then in post show the empty apartment first, fade in the furniture, then the carpets and paintings etc. You can have titles etc behind stuff etc. In short, you could go crazy with just one time rendering.
That wouldn't necessarily work, though. The GI would still be affected by the "hidden" geometry.
tiktane358
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Post by tiktane358 »

We need buffer export that don't crash Kray when applying pixel filter (not enough memory) grrrrrrr (LW issue ?)
sarford
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Post by sarford »

Captain Obvious wrote: That wouldn't necessarily work, though. The GI would still be affected by the "hidden" geometry.
Ah yes, you might be right there, propably need a seperate buffer for the radiosity for every object also then.

Now if we throw the whole buffer thing around... If buffers were asigned to objects instead of the total picture. So every object would have its own radiosity, reflection shadow etc etc buffers. And also, the reflection buffer wouldn't be the reflection ON the object but the reflection OF the object on other objects.

The same principle would aply to radiosity etc. That way you could easely remove objects from the final render. You'd be able to choose wich objects had their buffers saved and wich buffers ofcourse.

And also add new objects. Just render the new object in the same scene with alll its buffers and (automaticly) the neccesary buffers for the objects influencing that new object. Then in post you could add it in and all reflections, shadows, radiosity etc would all be there...

Maybe a nice concept for in a couple of years because the filesize could become insane...
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