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Physical Sky - how it works

Posted: Fri Apr 23, 2010 3:58 pm
by nico
Yesterday I made a simple scene to understand how the sun in Physical Sky.
I hope someone can help to understand this great tool
Nico

Re: Physical Sky - how it works

Posted: Fri Apr 23, 2010 4:07 pm
by jure
nico wrote:Yesterday I made a simple scene to understand how the sun in Physical Sky.
I hope someone can help to understand this great tool
Nico
Very nice work nico!

Re: Physical Sky - how it works

Posted: Sat Apr 24, 2010 9:35 am
by nico
thank's
I know I might seem a ready to complain but I ruined some language :mrgreen:

for example this is a tutorial for using alpha map
http://www.lwita.com/tutorials/canaleal ... .php?pag=1
but is italian language :oops:

Re: Physical Sky - how it works

Posted: Sat Apr 24, 2010 1:06 pm
by jure
nico wrote:thank's
I know I might seem a ready to complain but I ruined some language :mrgreen:

for example this is a tutorial for using alpha map
http://www.lwita.com/tutorials/canaleal ... .php?pag=1
but is italian language :oops:
Ah no problem. Google translate to the rescue! :)

Re: Physical Sky - how it works

Posted: Sat Apr 24, 2010 3:11 pm
by nico
jure wrote:Ah no problem. Google translate to the rescue! :)
I really believe that you are a very patient man! :mrgreen:

Re: Physical Sky - how it works

Posted: Mon Nov 08, 2010 3:25 pm
by azman_821009
Thanks for sharing Nico. :mrgreen:

Azmen

Re: Physical Sky - how it works

Posted: Tue Nov 23, 2010 8:09 am
by azman_821009
Hey guys,

I have a question about how Physical Sky connected to light in native LW. If we choose the spot light and the intensity falloff put 1km +/-, then why in Physical Sky - Ignore Light is 'none'? I'm still a bit confuse how it works between the native light and Physical Sky.

Hope the next version of Kray they have another option that can rotate the sun in Physical Sky 360' (Heading, Pitch, Bank)

Thanks.

Azmen

Re: Physical Sky - how it works

Posted: Tue Nov 23, 2010 9:15 am
by Janusz Biela
Sorry guys but I don`t understand what the problem with physcy.... It is very easy make position of sun...just need small training. I know immposible is make in first prev render correct position..but always during projects we make many previews and that is enough to correct position of sun. Just make the basic scene with room (can by just cube with hole as windows) and play with this 20 min (renders ~5-10 sec) after that You don`t need any extra tool.
PS
I sugest realy use only physky+sun (from Kray) this is better quality, speed and more natural light then LW and HDRi....

Re: Physical Sky - how it works

Posted: Tue Nov 23, 2010 11:10 am
by 3dworks
...nevertheless, a button to match any light vector in a scene would be very helpful, and was requested many times, as this way we could have a precise setup for existing scenes. matching a determined light vector with the currentkray plugin needs lots of render tests (and therefore time)

i'd even be very happy with a simple extra script which could do this. any chance to see this before releasing a completely revised physical sky plugin?

markus