What improvements would you like to see in Kray next?
Re: What improvements would you like to see in Kray next?
Where does KRay stand in SSS support? I'd like to see that up and running.
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Re: What improvements would you like to see in Kray next?
Hi! It would be nice to do a preview render selection "region"
- Janusz Biela
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Re: What improvements would you like to see in Kray next?
It is. Special command turn ON this. But I am not sure that part code is finish by Grzegorz...so we cant`t activate.jrandom wrote:Where does KRay stand in SSS support? I'd like to see that up and running.
Re: What improvements would you like to see in Kray next?
eeeeem... just use LW "limited region"... or am I missing something?!Chumarin Ruslan wrote:Hi! It would be nice to do a preview render selection "region"
- Jure
Re: What improvements would you like to see in Kray next?
Throwing KRay at 24 hardware threads (two 6-core hyperthreaded processors) has brought something interesting to light:
When I use the Scanline mode (fastest, gets the most out of each and every hardware thread) there are Final Gather artifacts at the meeting points between areas rendered by different threads. This makes the Final Gather more shimmery in animations and there are some subtle but noticeable artifacts on flat, solid-colored areas lit by diffuse light. These artifacts can be minimized by adding more passes, but that's a lot slower.
If I choose, Random, Renderworm, or Frost, these artifacts are minimal (or in the case of Random, gone entirely), but these render methods only take advantage of a fraction of my total processing hardware. Aside from better AA, what I would most like to see is the Random render method updated to take full advantage of many-thread processors.
When I use the Scanline mode (fastest, gets the most out of each and every hardware thread) there are Final Gather artifacts at the meeting points between areas rendered by different threads. This makes the Final Gather more shimmery in animations and there are some subtle but noticeable artifacts on flat, solid-colored areas lit by diffuse light. These artifacts can be minimized by adding more passes, but that's a lot slower.
If I choose, Random, Renderworm, or Frost, these artifacts are minimal (or in the case of Random, gone entirely), but these render methods only take advantage of a fraction of my total processing hardware. Aside from better AA, what I would most like to see is the Random render method updated to take full advantage of many-thread processors.
Re: What improvements would you like to see in Kray next?
Random should use all your CPU power. If it's not then something is wrong. Like I said in the other thread, wait for the next update. Or you can also try this: enter previewsize 0,0; into header commands and use random mode. See if this uses all your cpu power.jrandom wrote:Throwing KRay at 24 hardware threads (two 6-core hyperthreaded processors) has brought something interesting to light:
When I use the Scanline mode (fastest, gets the most out of each and every hardware thread) there are Final Gather artifacts at the meeting points between areas rendered by different threads. This makes the Final Gather more shimmery in animations and there are some subtle but noticeable artifacts on flat, solid-colored areas lit by diffuse light. These artifacts can be minimized by adding more passes, but that's a lot slower.
If I choose, Random, Renderworm, or Frost, these artifacts are minimal (or in the case of Random, gone entirely), but these render methods only take advantage of a fraction of my total processing hardware. Aside from better AA, what I would most like to see is the Random render method updated to take full advantage of many-thread processors.
- Jure
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Re: What improvements would you like to see in Kray next?
I'm using LW Limited region. I compare with 3ds max Vray. Very convenient to allocate the desired area that needs to be corrected, and then save the image.jure wrote:eeeeem... just use LW "limited region"... or am I missing something?!Chumarin Ruslan wrote:Hi! It would be nice to do a preview render selection "region"
Re: What improvements would you like to see in Kray next?
I'm still not sure about this... what 3dsmax does that you can't do in LW?Chumarin Ruslan wrote:I'm using LW Limited region. I compare with 3ds max Vray. Very convenient to allocate the desired area that needs to be corrected, and then save the image.jure wrote:eeeeem... just use LW "limited region"... or am I missing something?!Chumarin Ruslan wrote:Hi! It would be nice to do a preview render selection "region"
- Jure
Re: What improvements would you like to see in Kray next?
No biggie, I shall wait for the next update. Is there a timeline on when it's coming out or are you still in the thick of writing it?jure wrote:Random should use all your CPU power. If it's not then something is wrong. Like I said in the other thread, wait for the next update. Or you can also try this: enter previewsize 0,0; into header commands and use random mode. See if this uses all your cpu power.
Re: What improvements would you like to see in Kray next?
no we are just testing stability. it should be out in a week or two.jrandom wrote:No biggie, I shall wait for the next update. Is there a timeline on when it's coming out or are you still in the thick of writing it?jure wrote:Random should use all your CPU power. If it's not then something is wrong. Like I said in the other thread, wait for the next update. Or you can also try this: enter previewsize 0,0; into header commands and use random mode. See if this uses all your cpu power.
- Jure
Re: What improvements would you like to see in Kray next?
Hooray! I am very looking forward to it.jure wrote:no we are just testing stability. it should be out in a week or two.
Re: What improvements would you like to see in Kray next?
Do you have list of changes?jure wrote:no we are just testing stability. it should be out in a week or two.jrandom wrote:No biggie, I shall wait for the next update. Is there a timeline on when it's coming out or are you still in the thick of writing it?jure wrote:Random should use all your CPU power. If it's not then something is wrong. Like I said in the other thread, wait for the next update. Or you can also try this: enter previewsize 0,0; into header commands and use random mode. See if this uses all your cpu power.

Re: What improvements would you like to see in Kray next?
Region Rendering with n-Poly.
It would be cool if it could be possible to select with an n-poly the region which should be (re)rendered. With the standard limited region i often have to rerender more than necessary. And there should be a "save" and "load" region option to keep this area reloadable for later changes.
It would be cool if it could be possible to select with an n-poly the region which should be (re)rendered. With the standard limited region i often have to rerender more than necessary. And there should be a "save" and "load" region option to keep this area reloadable for later changes.
Re: What improvements would you like to see in Kray next?
yes VPR and micropoly displacement would be AWESOME !
Re: What improvements would you like to see in Kray next?
After much experimentation, this is what I'd like to see:
1. Much better anti-aliasing.
2. Animation-quality (ie. flicker-free) final gather that is feasible on a single hefty home computer (as opposed to having to rent out a render farm). This one is such a big deal that I bought the PBRT book and am going to try my hand and writing a renderer just to see how difficult a task this really is.
3. Micro-poly displacement would be phenomenal. This is what allows for realistic terrain and tree bark w/out multi-day render times per frame.
1. Much better anti-aliasing.
2. Animation-quality (ie. flicker-free) final gather that is feasible on a single hefty home computer (as opposed to having to rent out a render farm). This one is such a big deal that I bought the PBRT book and am going to try my hand and writing a renderer just to see how difficult a task this really is.
3. Micro-poly displacement would be phenomenal. This is what allows for realistic terrain and tree bark w/out multi-day render times per frame.