bath room
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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bath room
My old scene with New features:
- new blurr rapid engine (still in test)
- lumi poly as Area light (new feature, hiden from reflections and view)
- and perfect Kray tonemaping: LWF + blending (70% expo/30% gamma 1.6)
6 min time render HQ. (prev render : one pass, without AA and low blurr: 40 sec)
Render stright from Kray. Without lights inside. Only physky and lumi panels in windows.
- new blurr rapid engine (still in test)
- lumi poly as Area light (new feature, hiden from reflections and view)
- and perfect Kray tonemaping: LWF + blending (70% expo/30% gamma 1.6)
6 min time render HQ. (prev render : one pass, without AA and low blurr: 40 sec)
Render stright from Kray. Without lights inside. Only physky and lumi panels in windows.
Re: bath room
I think I'm gonna stop all my pending rendering tests until i can get these new features. 

- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: bath room
You have everything!brownie wrote:I think I'm gonna stop all my pending rendering tests until i can get these new features.
just commands in tailer .....(becouse still in testing , so..without menu)
Will show it all monday.
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: bath room
Setup new engine blurr
footer cmds: importancegammamultiplier 1.4;
http://www.kraytracing.com/forum/viewto ... 730#p10730
I thing 1.4 i the best. High value blurr just looks as high. for fast prev You can switch to 100/500
-------------------------------
New feature: hidden lumi poly
activate and setup (later will receive shader I think)
footer cmds: lwo2unseenbyrays_affectsgi 0;
footer cmds: importancegammamultiplier 1.4;
http://www.kraytracing.com/forum/viewto ... 730#p10730
I thing 1.4 i the best. High value blurr just looks as high. for fast prev You can switch to 100/500
-------------------------------
New feature: hidden lumi poly
activate and setup (later will receive shader I think)
footer cmds: lwo2unseenbyrays_affectsgi 0;
Re: bath room
Very cool, Johny. Thanks for keeping us updated on some of these new/beta features.
Larry V
Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Re: bath room
About light planes :
-is it definitely a better option or just an alternative to areas?
-How do you deal with the fallof?
-is it definitely a better option or just an alternative to areas?
-How do you deal with the fallof?
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: bath room
I thing better now use Lumi Poly:brownie wrote:About light planes :
-is it definitely a better option or just an alternative to areas?
-How do you deal with the fallof?
- soft GI shadows (not that ugly as from Area Lights) so renders is more "softly"
- fast renders
- without NOISE (this is the best)
- easy setup
- without fallow (maybe in future...) so without complicate control,
For me now: better use Lumi (I must back to old scenes and test...)
Re: bath room
From my first tests :
-I agree with you for render speed
-Soft shadows are maybe ...too soft
-Don' hesitate to put crazy values in Brightness (over 1000%) to get bright scenes.
-I have the impression that I get more light leaks.
It would be cool if you could make a side by side comparison of some of your past renders.
I'd like to add an advice (and a request) : don't release Pro arch II without these new features because they're certainly a big part of the future of our beloved renderer.
-I agree with you for render speed
-Soft shadows are maybe ...too soft
-Don' hesitate to put crazy values in Brightness (over 1000%) to get bright scenes.
-I have the impression that I get more light leaks.
It would be cool if you could make a side by side comparison of some of your past renders.
I'd like to add an advice (and a request) : don't release Pro arch II without these new features because they're certainly a big part of the future of our beloved renderer.
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Re: bath room
This is depends from setup-Soft shadows are maybe ...too soft

I used 500 % Lumi + maximum 6 Exposure in physky, IF is not enough light in room You must turn ON lamps....or put Power shader for Lumi-Don' hesitate to put crazy values in Brightness (over 1000%) to get bright scenes.
-I have the impression that I get more light leaks.

Forum is for questions and answer...so ASK.It would be cool if you could make a side by side comparison of some of your past renders.
I'd like to add an advice (and a request) : don't release Pro arch II without these new features because they're certainly a big part of the future of our beloved renderer.
Re: bath room
It can be faked. You can set the surface with a gradient so it gives more light xhen it's close to the surface of the lumi poly and less when you're far.Johny_quick wrote: - without fallow (maybe in future...) so without complicate control,
For me now: better use Lumi (I must back to old scenes and test...)
^2 distance can be easy to make as well. You just have to divide the value by 2 for each step.
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- Location: London, UK
Re: bath room
Luminous geometry ALWAYS has inverse square falloff, and you can't do anything about it unless you give the light a custom shader where the intensity varies based on the length of the incoming ray.
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
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Re: bath room
Captain Obvious wrote:Luminous geometry ALWAYS has inverse square falloff, and you can't do anything about it unless you give the light a custom shader where the intensity varies based on the length of the incoming ray.
You can control it from Power Shader . For example Power 0.1 make stronger light effect near lumi poly.
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- Posts: 165
- Joined: Mon Oct 10, 2005 6:15 pm
- Location: London, UK
Re: bath room
Which would then be a custom shader where the intensity varies based on the length of the incoming ray.Johny_quick wrote:You can control it from Power Shader . For example Power 0.1 make stronger light effect near lumi poly.
