Just to make sure I'm being clear, since I didn't yet know enough about Kray to use the right terms in my previous post in this thread: I'd like to see a "window material" shader that can be applied to luminous polygons that act as lumilights. These lumilights would cast different color an...
Kray renders a lot faster (with light-weight settings, like for tests) when the camera is set to Classic Camera in LW as opposed to, say, Perspective Camera, which of course is equivalent in terms of view and only affects LW's render method...
Also, it would be nice to have an "exit portal" style capability for direct raytraced luminous surfaces. To explain, they would work exactly like a normal directly-raytraced luminous surface, except the color of light "cast" by the surface would depend on the direction of the inc...
So...for those of us (me) who are new to Kray, with absolutely no idea what's being demonstrated here (both in terms of how this is an optimization and also what feature is being optimized!), could you either explain it, or point me to somewhere that I can educate myself? :) (Also, please correct me...