Search found 74 matches
- Wed Apr 13, 2016 9:45 am
- Forum: Help and Tutorials
- Topic: Default shader to use
- Replies: 28
- Views: 19397
Re: Default shader to use
Hi Janusz, Is it possible that kray would have custom shaders to have oren-nayer, delta, etc? I rather dont use them, cause its extra work when switching from render engine, but its what every render engine does. (aka Arnold, octane and renderman) Or maybe a kray material where you can choose the di...
- Mon Apr 11, 2016 9:46 am
- Forum: Help and Tutorials
- Topic: Default shader to use
- Replies: 28
- Views: 19397
Re: Default shader to use
Hi Sonny, This is way more advanced then what I have. Are you willing to share your setup as a preset, so I can investigate? I made a working car shader, with specular flakes and clearcoat separated but I cant mix it together on shading level. (it is in another thread on this forum) The problem I ha...
- Thu Apr 07, 2016 5:16 pm
- Forum: Help and Tutorials
- Topic: How to do stereo spherical renders with Kray?
- Replies: 6
- Views: 6131
Re: How to do stereo spherical renders with Kray?
Hi Thomas,
Depends on how much time you want to spend on setting it up with lightwave camera versus Ubercam pricing. I think Ubercam also has some extra features that native LW lacks. (better algorithm to reduce distortion at the poles)
Grtz
Depends on how much time you want to spend on setting it up with lightwave camera versus Ubercam pricing. I think Ubercam also has some extra features that native LW lacks. (better algorithm to reduce distortion at the poles)
Grtz
- Thu Apr 07, 2016 2:57 pm
- Forum: Help and Tutorials
- Topic: How to do stereo spherical renders with Kray?
- Replies: 6
- Views: 6131
Re: How to do stereo spherical renders with Kray?
Hi Thomas, So for simple stereo: If I remember correct you make a null and add 2 separate camera's to it. Animate the null and thats your right way to do it. You can then render camera left and camera right and make composite stereo movie. There's a bit of arguing about how far they should be apart,...
- Thu Apr 07, 2016 9:34 am
- Forum: Help and Tutorials
- Topic: Banding when rendering high ress with BNR
- Replies: 7
- Views: 6404
Re: Banding when rendering high ress with BNR
Hi Janusz,
Will try this manual solution, cause BNR also lost track of slices done - so it keeps rerendering slices that are done.
Thx for the help,
Best!
Will try this manual solution, cause BNR also lost track of slices done - so it keeps rerendering slices that are done.
Thx for the help,
Best!
- Tue Apr 05, 2016 5:44 pm
- Forum: Help and Tutorials
- Topic: Banding when rendering high ress with BNR
- Replies: 7
- Views: 6404
Re: Banding when rendering high ress with BNR
Hi Janusz, Yeah, I kinda know this issue for about 6 years I guess. Thought somebody know solution for it. Need a 163780 on 82874 px render for a sticker print of 2 meters in 100 dpi. So I will do renders at 43200 on 17600 and use Photoshop plugin to blow up 460%. Otherwise I can clean up in photosh...
- Tue Apr 05, 2016 3:55 pm
- Forum: Help and Tutorials
- Topic: Banding when rendering high ress with BNR
- Replies: 7
- Views: 6404
Banding when rendering high ress with BNR
Hi Kray people, I just did a high ress render with BNR (butterflynetrender, but does not matter) and when I boost my camera to 400% I get vertical banding in my vertical slices on the ceiling and floor. (they match with the limited region slicing) It looks like there is too much distance between the...
- Fri Mar 11, 2016 5:07 pm
- Forum: Gallery - finished works
- Topic: Armchair Node test
- Replies: 7
- Views: 3932
Re: Armchair Node test
Hi janusz, This is great! I saw that diffuse model a while ago. I guess you can tweak the values in the curves to match different diffuse models (lambert, phong, orennayar, etc...) Its all about the bezier spline of the nearest to 0.0 parameter. I just spend the night on the car shader, its also dri...
- Fri Mar 11, 2016 4:52 pm
- Forum: Help and Tutorials
- Topic: Car Paint nodes explanation
- Replies: 21
- Views: 12457
Re: Car Paint nodes explanation
So did not sleep, continued working on it. So this is what you need to do: Modeler: 1. Select body of car. Surface this as carpaint. 2. Copy body of car, set to new layer. Surface this as clearcoat AND Smooth scale it (modify > transform > more > smooth scale) Set to 3 mm. This creates the thicknes ...
- Fri Mar 11, 2016 11:55 am
- Forum: Help and Tutorials
- Topic: Car Paint nodes explanation
- Replies: 21
- Views: 12457
Re: Car Paint nodes explanation
HI Kray Users, I spend last night on making a car metallic shader. Here is the result: (first clearcoat, then flakes, then result combined) metallic_kray-lightwave_Vs001.jpg So here's a small overview of what I did: 1. Lightwave lighting: since lightwave does not render the lights in the reflection ...
- Fri Mar 11, 2016 9:58 am
- Forum: Gallery - finished works
- Topic: Armchair Node test
- Replies: 7
- Views: 3932
Re: Armchair Node test
Hi Janusz,
How did you do the OrenNayar diffuse? Did you do it with curves? Or did you use the OrenNayar diffuse shader from lightwave as a input model?
Grtz!
How did you do the OrenNayar diffuse? Did you do it with curves? Or did you use the OrenNayar diffuse shader from lightwave as a input model?
Grtz!
- Wed Mar 09, 2016 6:22 pm
- Forum: Help and Tutorials
- Topic: Car Paint nodes explanation
- Replies: 21
- Views: 12457
Re: Car Paint nodes explanation
Hi Thomas, If you want I can have a look at your car shader. I know its a LM (layered material) but its not easy to setup physical correct. This is because your shader is based on 4 layers of paint: (based on what I can see on Discovery GasMonkey show) 1. Grey matted paint - reflective blurred base ...
- Wed Mar 09, 2016 5:52 pm
- Forum: Help and Tutorials
- Topic: Default shader to use
- Replies: 28
- Views: 19397
Default shader to use
Hi Kray Guys, Like I promised here's our default shader. Its been tested in animation with lightwave and kray. But it could still have noise issue's - let me know if you find a problem with it. This shader is only for non-transparant, non-opaque, non-organic materials. Those shaders are driven by tr...
- Wed Mar 09, 2016 5:23 pm
- Forum: Gallery - finished works
- Topic: Music Video with kray
- Replies: 1
- Views: 1904
Music Video with kray
So we did a music clip, it just reached 3 million viewers on youtube:
https://www.youtube.com/watch?v=JUmkNBigKBg
Heres the making of:
https://vimeo.com/158177880
Hope you like it, its done with kray, photoshop and fusion. Mostly setextensions.
Grtz!
Fabian
https://www.youtube.com/watch?v=JUmkNBigKBg
Heres the making of:
https://vimeo.com/158177880
Hope you like it, its done with kray, photoshop and fusion. Mostly setextensions.
Grtz!
Fabian
- Fri Mar 04, 2016 1:13 pm
- Forum: Gallery - finished works
- Topic: the new engine GPU come to life
- Replies: 31
- Views: 14299
Re: the new engine GPU come to life
Yes, we have the same conclusion like you. Arnold is used much in an environment were artist do not want to know their render engine. Or when the studio does not want to have expensive render TD's on the payroll. It is a specular render engine, not build for interior scenes with heavy secondary boun...