Search found 74 matches

by Fabian-Eshloraque
Thu Dec 01, 2016 10:37 am
Forum: General
Topic: How to render only buffers ?
Replies: 3
Views: 8019

Re: How to render only buffers ?

Hi Jarda_viz, Its better to render those buffers at double size with low antialising if you need them for an animation. This is because an antialised edge is difficult to make a matte channel from. (in afterFX/fusion/nuke you would to colorkey it to make the matte channel) The values at the object/s...
by Fabian-Eshloraque
Mon Aug 01, 2016 4:18 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

No worries, found it - its photon power. (I was not sure it would also work with uncached rendering - but it does)
by Fabian-Eshloraque
Mon Aug 01, 2016 3:54 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

Hi Thomas,

I will send you some beer when the job is done. I just have another question, do you know where to put the intensity of the GI higher in kray? With LW native its just intensity in the global illum tab in %?

Best!
by Fabian-Eshloraque
Mon Aug 01, 2016 9:15 am
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

Hi Thomas, Thanks for the shader setup! I did not know the refraction nodal shader was supported in kray. But it seems to work very good and renders pretty fast. Maybe we should have a list of supported LW native shaders in kray. (until kray 3 has it own shaders) I will add a bit of geometry displac...
by Fabian-Eshloraque
Thu Jul 28, 2016 4:30 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

This is the render with dielectric material (brown color +absorption 500%) So having the same in kray would be great. (the dielectric in kray gives weird effect)
dielectric_absorption500.jpg
by Fabian-Eshloraque
Thu Jul 28, 2016 4:23 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

Hi Thomas, I would like to do beer in the bottle, but they are instanced a milllion times - so it will depend a bit on the rendering time. So I have to answer both. (Maybe I tell you its brown while it should be green - cause colors are very easy to change? And yes - kasteelbier and many french loca...
by Fabian-Eshloraque
Thu Jul 28, 2016 4:00 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

Hi Thomas, Here's the model: (Im not gonna tell which Beer it is) basic_bottle.lwo The colors and imperfections we allready have, no need to make them (except if you want to post them on this forum) I'm just looking for a working kray shader setup (like the one in maya/vray - or lightwave/dielectric...
by Fabian-Eshloraque
Thu Jul 28, 2016 3:53 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Re: Brown beer bottle shading

Hi Thomas, No worries about the imperfections, thats for the texturing/zbrush part. I'm gonna fill them with beer later on. (I allready duplicated the inner part for the beer polygons) The model is not double sided, it has an outer shell of 1 sided polygons and an inner shell of 1 sided polygons so ...
by Fabian-Eshloraque
Thu Jul 28, 2016 1:58 pm
Forum: Help and Tutorials
Topic: Brown beer bottle shading
Replies: 15
Views: 12202

Brown beer bottle shading

Hi kray users, I need to make a brown glass shader for kray. (I can do it in lightwave native with materials - but I need it for kray) Its for beer bottles (loads of them) Here's an example I'm looking for: example_brownglass.jpg I tried several setups, but they only work for clear white glass. And ...
by Fabian-Eshloraque
Thu Apr 14, 2016 3:21 pm
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

Hi SOnny, We better stop this thread, because we are using a lot of 3th party nodes (TruArt, db&w, etc) and nodes that are not supported by kray. I wanted to make a kray start material and this is evolving into a LW native start shader, unless Janusz steps in. PS: I tested the inv dist^2 and loo...
by Fabian-Eshloraque
Thu Apr 14, 2016 12:44 pm
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

Hi SOnny, Yes, the scenes are not optimised. Just putted some high settings to start with. I guess that the longer rendertime comes from the "not-supported nodes" they render in kray, just longer. For the change between standard to oren-nayar, I have to check. Cause I only used the standar...
by Fabian-Eshloraque
Wed Apr 13, 2016 4:15 pm
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

A small rendertest: Lightwave native: (6minutes render, AA at 30passes) LW_native.jpg Kray: (12minutes render, medium quality) Kray.jpg Except for the size of the lights, they look the same. I need to investigate why kray render is longer... maybe because of some shading models. Heres the scene and ...
by Fabian-Eshloraque
Wed Apr 13, 2016 3:29 pm
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

Little adjustment to the bump. (curve input was wrong)
Starter_production_Vs006.srf
(75.97 KiB) Downloaded 355 times
by Fabian-Eshloraque
Wed Apr 13, 2016 1:44 pm
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

Hi Guys, Shader for you: Starter_production_Vs006.srf I updated our standard shader with following parts: 1. Specular system (if you really want the software lights to be visible in the shading, otherwise switch to Lumie polies/lights) a. you can disable specular b. put settings for specular and glo...
by Fabian-Eshloraque
Wed Apr 13, 2016 11:19 am
Forum: Help and Tutorials
Topic: Default shader to use
Replies: 28
Views: 18582

Re: Default shader to use

I just tried the delta node and it works with kray. I set the oren-nayar on. I'm doing some animation test to see if it holds.