coupe test renders

Please post finished works here.
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mathewlp_forum
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Re: coupe test renders

Post by mathewlp_forum »

Try to apply Desaturate Shader on the floor like 50%
I used to love Fprime....
....until the day I found Kray :D
talats
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Re: coupe test renders

Post by talats »

Desaturate Shader... where is it? I can't find it in the LW Shaders
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nico
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Re: coupe test renders

Post by nico »

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
prova_2.jpg
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nico
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Re: coupe test renders

Post by nico »

talats wrote:Desaturate Shader... where is it? I can't find it in the LW Shaders
under shader choice KRAYINDIRECTRAYS
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mathewlp_forum
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Re: coupe test renders

Post by mathewlp_forum »

nico 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...
IF YOU WANT MORE LIGHT FROM WINDOW AREA YOU SHOULD INCRESE PhotonNumberMultiplier TO 10 AND PHOTONS TO MAYBRE TRY 1000 OR MORE
Attachments
scena_02.lws
Scene file
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I used to love Fprime....
....until the day I found Kray :D
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mathewlp_forum
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Re: coupe test renders

Post by mathewlp_forum »

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.
I used to love Fprime....
....until the day I found Kray :D
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nico
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Re: coupe test renders

Post by nico »

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?
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prova_3.jpg
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mathewlp_forum
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Re: coupe test renders

Post by mathewlp_forum »

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
I used to love Fprime....
....until the day I found Kray :D
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vgabex
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Re: coupe test renders

Post by vgabex »

talats wrote:Desaturate Shader... where is it? I can't find it in the LW Shaders
Hi!

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
Leftover
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Re: coupe test renders

Post by Leftover »

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?
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:
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lights_bc3.gif
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nico
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Re: coupe test renders

Post by nico »

oh.... :shock: 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? :mrgreen: :wink:
Leftover
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Re: coupe test renders

Post by Leftover »

Just some objects to cast shadows....
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nico
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Re: coupe test renders

Post by nico »

Leftover wrote:Just some objects to cast shadows....
you are a photographer?
I love photography since I discovered Maxwell but I have a long way to go :mrgreen:
talats
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Re: coupe test renders

Post by talats »

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
Attachments
The same kray render with some photoshop adjustament (I've just increase a little the curve to bright the immage)
The same kray render with some photoshop adjustament (I've just increase a little the curve to bright the immage)
The original Kray render
The original Kray render
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Keraressi Abdelkarim
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Re: coupe test renders

Post by Keraressi Abdelkarim »

really nice .


but one of this scene i hve see it before.



good work.
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