GUI - Quality tab
- 1 Quality tab
- 2 Luminosity model
- 3 Area lights
- 4 Area lights visibility
- 5 Spotlight to area
- 6 Lights Quality
- 7 Reflection/refraction Quality
- 8 Memory management
This selection list contains the available predefined presets.
Luminosity model tells Kray how Luminosity should be computed. In LightWave luminosity is just a color. A surface like that does not illuminate anything if the radiosity is disabled. In Kray you have a choice:
- Luminosity model: Compute as direct Your luminosity surface can really illuminate other objects even if GI is disabled
- Luminosity model: Compute as indirect will illuminate other objects only if GI is on.
- Luminosity model: Auto Surfaces with luminosity higher than the one set by the level value will emit light directly while lower luminosity surfaces will emit light indirectly.
If the luminosity light is large and not very bright (cloudy sky dome for example) faster rendering will be achieved by using the Indirect computation method. If, however, the luminosity light source is small and very bright using the direct method is preferable.
Area lights can be computed in two ways.
Compute separately by the use of the optimized algorithm for rectangular lights, in which case every light is computed separately
Compute with luminosity or computing them with luminosity lights. Note that Area lights must be set to "Visible" for this option to work.
The former is best for scenes with not so many area lights. If there are numerous area lights in a scene it can be more effective to compute the area lights with luminosity.
This check box allows you to make area light single or double sided. If your area lights illuminate the scene from one side only, make them single sided (uncheck this option) and in so doing save many precious photons in you GI simulation.
Area lights visibility
Area lights visibility allows you to see a light. In LightWave area lights illuminates surfaces, but you cannot see them directly. This option enables you to make lights visible directly.
Note that Area lights must have inv^2 falloff to be able to be seen by Kray.
Spotlight to area
This option lets you convert all spotlights in the scene to area lights. Spotlight's soft edge angle will be used to define how soft the shadow edge should be.
Note: this option will not work if you have no falloff on your lights.
Area lights sets quality for area lights. It has an effect only when Area lights is set to Compute separately. Threshold defines quality of sampling (the lower the better). Recurse min and Recurse max sets minimum and maximum number of recursions of adaptation. Higher values give better quality (less noise) but longer rendering time.
Linear lights sets quality of linear lights. Meaning of fields is similar to Area lights above.
Luminosity lights sets quality of sampling illumination of objects which surface has non-zero Luminosity. If Area lights on general tab is set to Compute with luminosity these values also sets quality of area lights. Note that to enable luminosity lights at all, you need to select Luminosity model Compute as direct or Automatic.
Sampling starts with Rays min and continues unless noise level is lower then Luminosity lights threshold or Rays max is reached.
Reflection/Refraction blurring samples defines number of samples and thus quality of reflection and refraction blurring. Higher values give better quality (less noise). Sampling starts with Rays min and continues unless noise level is lower then Luminosity lights threshold or Rays max is reached.
Blurring Accuracy Limit
Blurring accuracy limit speeds up rendering of blurry reflections/refractions. Kray will use photon estimate solution instead of FG to render surfaces that have blurring higher than the value specified by blurring accuracy limit.
Trace direct lights
Allows point and linear lights to be visible in blurred reflections (like specularity), also area and lumi lights are sampled different way in this mode (like direct lights with the same pros/cons).
Octree detail controls how much RAM Kray will use for rendering. Selecting Low will use less RAM at the expense of longer render time. High setting will use more RAM but you will gain some render time there. Normal setting is the best compromise between speed and RAM usage.
This settings will be most noticeable in scenes with lots of polygons. Simple scenes will not benefit much from this settings.