coupe test renders
- mathewlp_forum
- Posts: 38
- Joined: Thu Jan 24, 2008 6:47 pm
- Location: Paris
Re: coupe test renders
Try to apply Desaturate Shader on the floor like 50%
I used to love Fprime....
....until the day I found Kray
....until the day I found Kray
Re: coupe test renders
Desaturate Shader... where is it? I can't find it in the LW Shaders
Re: coupe test renders
mathewlp wrote:Lumi ball 100% lumi with gradient texture, Sun beige colour with POWER 5 PHOTONS 500
Area light windows POWER 5 PHOTON 500 Inv. Dist 5m, colour light blue-white
20 bounces light recurse 20 irradianceblurgamma 0.3
Exponential 2.2, 1
spatial tolerence 0.01
Desaturate Shader on the floor 50%, 1, Diffuse 75%, reflection 15%
Power in Kray setup PHOTONS TAB 0.5
AA Hight preset
NO SPECULAR
Maybe have to increse PhotonNumberMultiplier for area
I kept this dark color for wood don't know excactly the color u wanted...
No post proc in PS
can you post the scene?
this is my render with your set...
Re: coupe test renders
under shader choice KRAYINDIRECTRAYStalats wrote:Desaturate Shader... where is it? I can't find it in the LW Shaders
- mathewlp_forum
- Posts: 38
- Joined: Thu Jan 24, 2008 6:47 pm
- Location: Paris
Re: coupe test renders
IF YOU WANT MORE LIGHT FROM WINDOW AREA YOU SHOULD INCRESE PhotonNumberMultiplier TO 10 AND PHOTONS TO MAYBRE TRY 1000 OR MOREnico wrote:mathewlp wrote:Lumi ball 100% lumi with gradient texture, Sun beige colour with POWER 5 PHOTONS 500
Area light windows POWER 5 PHOTON 500 Inv. Dist 5m, colour light blue-white
20 bounces light recurse 20 irradianceblurgamma 0.3
Exponential 2.2, 1
spatial tolerence 0.01
Desaturate Shader on the floor 50%, 1, Diffuse 75%, reflection 15%
Power in Kray setup PHOTONS TAB 0.5
AA Hight preset
NO SPECULAR
Maybe have to increse PhotonNumberMultiplier for area
I kept this dark color for wood don't know excactly the color u wanted...
No post proc in PS
can you post the scene?
this is my render with your set...
- Attachments
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- scena_02.lws
- Scene file
- (37.66 KiB) Downloaded 243 times
I used to love Fprime....
....until the day I found Kray
....until the day I found Kray
- mathewlp_forum
- Posts: 38
- Joined: Thu Jan 24, 2008 6:47 pm
- Location: Paris
Re: coupe test renders
Sorry Photon POWER Multiplier to 10 and Photon NUMBER Multiplier to about 1000 or more
explaination:
You can balance direct/indirect lighting generated by light using KrayPhotonMultiplier motion modifier:
*Direct light is controlled by lights Intensity
*Falloff distance and indirect light are controlled by Photon power multiplier -->This way you can avoid over bright areas near lights while keeping room well lit.
explaination:
You can balance direct/indirect lighting generated by light using KrayPhotonMultiplier motion modifier:
*Direct light is controlled by lights Intensity
*Falloff distance and indirect light are controlled by Photon power multiplier -->This way you can avoid over bright areas near lights while keeping room well lit.
I used to love Fprime....
....until the day I found Kray
....until the day I found Kray
Re: coupe test renders
thank's for scene.
this a new render with four spotlight in ceiling...
hei mathwlp you don't think that the renders of this thread are with studio set and not with natural lighting?
this a new render with four spotlight in ceiling...
hei mathwlp you don't think that the renders of this thread are with studio set and not with natural lighting?
- mathewlp_forum
- Posts: 38
- Joined: Thu Jan 24, 2008 6:47 pm
- Location: Paris
Re: coupe test renders
De nada
Well I'm not sure you need these spots on the ceiling....
About the renders Yes I think it seems like a natural set up with post prod in PS
Well I'm not sure you need these spots on the ceiling....
About the renders Yes I think it seems like a natural set up with post prod in PS
I used to love Fprime....
....until the day I found Kray
....until the day I found Kray
Re: coupe test renders
Hi!talats wrote:Desaturate Shader... where is it? I can't find it in the LW Shaders
1. Apply the original, saturated texture on the floor.
2. Surface editor --> Shaders ---> Add shader ---> KrayIndirectRays
3. Set the value of "Desaturate" (Higher value means less bounced colour)
more info: http://www.kraytracing.com/wiki/Kray_pl ... irect_Rays
Re: coupe test renders
Hi, nico. Yes i tired to mimic "studio" light setup, so it has nothing to do with natural lighting. There's screenshot of this scene:nico wrote:i think you have used a backlight system in your interior but i don't understand where are it!!!
can you help me?
- Attachments
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- lights_bc3.gif
- (120.17 KiB) Downloaded 306 times
Re: coupe test renders
oh.... leftover...thank's because I was 3 days to see your image and trying to understand the setup.
but what are those objects near lights PM1 and PM6? panels are spread? are transparent to filter the light?
but what are those objects near lights PM1 and PM6? panels are spread? are transparent to filter the light?
Re: coupe test renders
Just some objects to cast shadows....
- Attachments
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- shadowboxes.gif
- (20.41 KiB) Downloaded 270 times
Re: coupe test renders
you are a photographer?Leftover wrote:Just some objects to cast shadows....
I love photography since I discovered Maxwell but I have a long way to go
Re: coupe test renders
That's may test
Let me know.
If you want I can send the parameters I used so you guys can give me some suggestions to improve my skills. Right know I'm not so satisfyied of my Kray work... I hope to become better... I've bought it just four days ago.... Please help me.
Roberto
Let me know.
If you want I can send the parameters I used so you guys can give me some suggestions to improve my skills. Right know I'm not so satisfyied of my Kray work... I hope to become better... I've bought it just four days ago.... Please help me.
Roberto
- Keraressi Abdelkarim
- Posts: 719
- Joined: Sun Jan 24, 2010 4:44 pm
Re: coupe test renders
really nice .
but one of this scene i hve see it before.
good work.
but one of this scene i hve see it before.
good work.