Search found 51 matches
- Tue Apr 28, 2009 10:46 pm
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
Re: coupe test renders
Just some objects to cast shadows....
- Tue Apr 28, 2009 8:03 pm
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
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?
- Tue Apr 21, 2009 5:41 am
- Forum: Help and Tutorials
- Topic: Kray in exterior
- Replies: 23
- Views: 10230
Re: Kray in exterior
Quick test.
- Mon Mar 16, 2009 1:19 pm
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
Re: coupe test renders
Erwin Zwart
Yes, i have Kray for more than a half of year, but never had enough of time to put hand on it until recently...
:)very good example that art thrives in economic downturns.
Maybe this year I can improve a lot too
Yes, i have Kray for more than a half of year, but never had enough of time to put hand on it until recently...
- Mon Mar 16, 2009 1:15 pm
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
Re: coupe test renders
done I was just wondering, any reason to use this instead of the built in occlusion nodes? I dont have access to the IFW nodes so i was wondering if it was something worth looking into? I think there's no big reason to use IFW occlusion, i just found out it renders faster when "Dissolve" ...
- Fri Mar 13, 2009 10:46 am
- Forum: Gallery - finished works
- Topic: interior
- Replies: 4
- Views: 2863
Re: interior
Looks good to me, but in addition to comments, i would add refraction to table's glass and looks like there are smoothing problems on metalic surfaces like drawer handles and table frame. Reflections look weird. Try to reduce smoothing angle, if it won't help you can try to break geometry apart. Lik...
- Fri Mar 13, 2009 9:16 am
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
Re: coupe test renders
Few guys asked for setting and i didn't answer anyhting that may help.So I tried to describe what i learned from my short Kray experience. Please note that there are probably better ways to do things, i just don't know them yet :) So take it sceptical. Most of tips look obvious and most of it i dig ...
- Fri Mar 13, 2009 1:21 am
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
Re: coupe test renders
Thanks for comments :) iblagdan how did you go about that wear and dirt on the edges, painting on UVs in PS or some other means? Yes i had to paint texture in Photoshop over UV layout. Looks like no edge detecting nodes works in Kray. jdomingo leftover, would you be able to share your technique on p...
- Thu Mar 12, 2009 11:37 am
- Forum: Gallery - finished works
- Topic: coupe test renders
- Replies: 44
- Views: 33026
coupe test renders
There's a couple of Kray tests i've done for last 2 weeks. Thanks to crisis
- Thu Mar 12, 2009 11:07 am
- Forum: Help and Tutorials
- Topic: HELP on render times
- Replies: 9
- Views: 4557
Re: HELP on render times
In Quality tab try to change Recurse Min/Max to 1/4, 1/3 or maybe even to 1/2 and see what will happen, as well you might try lower Area light threshold treshold
- Thu Mar 12, 2009 10:57 am
- Forum: Help and Tutorials
- Topic: Photon Number Multiplier and Lightmap
- Replies: 8
- Views: 3392
Re: Photon Number Multiplier and Lightmap
I used low N to make spots more noticeable. And yes that's what i was talking about, objects close to light cause this problem. Setting Intensity falloff to Inverse Distance^1 helps as well.
- Thu Mar 12, 2009 1:37 am
- Forum: Help and Tutorials
- Topic: Photon Number Multiplier and Lightmap
- Replies: 8
- Views: 3392
Re: Photon Number Multiplier and Lightmap
I made simple test scene for you. Do 2-3 renders and you will get some of these splotches. Im sure they related to "heavy" lit surfaces close to light.
- Mon Mar 09, 2009 9:42 pm
- Forum: Help and Tutorials
- Topic: Photon Number Multiplier and Lightmap
- Replies: 8
- Views: 3392
Re: Photon Number Multiplier and Lightmap
No it's not related to Photonmap problem:) Looks like very high energy photons get bounced from objects that are close to light. Reducing light intensity near a light source by changing it's falloff to inv. dist^1 instead of inv. dist^2 helps to get rid of splotches or at least reduce their number d...
- Mon Mar 09, 2009 2:42 pm
- Forum: Help and Tutorials
- Topic: Photon Number Multiplier and Lightmap
- Replies: 8
- Views: 3392
Photon Number Multiplier and Lightmap
Is using Photon Number Multiplier for lights has any meaning when using Lightmap mode? Im getting 1-2 bright spots quite often when using Lightmap mode. They looks like "lost" high power photons. Can't track down what causes these, so i have to re-render image few times untill these spots ...
- Fri Mar 06, 2009 9:37 pm
- Forum: Help and Tutorials
- Topic: Photon number
- Replies: 2
- Views: 1746
Re: Photon number
Okey, thanks. I think it would be good to have one.
But seems like my problems are caused by some bug. I left a msg in Bug Hunting section.
But seems like my problems are caused by some bug. I left a msg in Bug Hunting section.