ambient

Please post finished works here.
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

rosstheboss wrote:What a bout post - whats is your method ?
Sorry but I do not understand question.... develop please...
rosstheboss
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Re: ambient

Post by rosstheboss »

Well ... this is RAW render? or u doing postprocces with PS or AE?
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khan973
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Re: ambient

Post by khan973 »

Also, around ceiling it's pretty dark, hox do you handle that?
Sorry but I do not understand question....[/quote]
I meant when the ceiling is too dark, how do you handle the lack of light if you don't use lumi panels ?
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

rosstheboss wrote:Well ... this is RAW render? or u doing postprocces with PS or AE?
We do not have RAW and EXR in Kray yet. So I render to LDR as always and use PS and AE.
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

I meant when the ceiling is too dark, how do you handle the lack of light if you don't use lumi panels ?
Watch lights from wire. Also tonemaping gamma has higher exposure (0.8 means higher exposure) Power shader rise up brightness also.
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

Some next updates (I changed some setup in light and surfaces also).
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Ambient_STT.png
Ambient_TOP.png
Ambient_TAB.png
Ambient_STA.png
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

My last renders from this scene.
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Ambient_TOP_L.png
Ambient_CHA.png
Ambient_STA_B.png
brownie
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Re: ambient

Post by brownie »

Last one is my favorite.

It seems that you have increased your level in texturing.

We can all imagine how much a material integration in Kray engine would (will ?) be kick-ass.
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

brownie wrote:
We can all imagine how much a material integration in Kray engine would (will ?) be kick-ass.
Yes, this is priority now :!:
cruisermori
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Re: ambient

Post by cruisermori »

Very good materials. I like your fabric, leather and wood. I guess you are using NODES to create such a materials. What method (many trials, known physical parameters for each specific material or any other source) do you use for creating these materials? Do you render all tests in KRay or in VPR? Do these materials perform differently in KRay vs LW standard render?
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Janusz Biela
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Re: ambient

Post by Janusz Biela »

cruisermori wrote:Very good materials. I like your fabric, leather and wood. I guess you are using NODES to create such a materials. What method (many trials, known physical parameters for each specific material or any other source)
Yes, exactly. Some surfaces has 4-6 different maps (different for bump, different for blur, diffuse etc) I Use only one map which I clone under LW many times and each of them I tweak with gamma and contrast + sometimes blur.Sometimes I create also bump map because is difficult under LW to get correct result. Is one think which MUST BE, this is HiRes seamless textures...I do not use textures under 2000-3000 pix. Textures I prepare by myself , even if they are commercial (clean from noise, save to PNG)
Do you render all tests in KRay or in VPR? Do these materials perform differently in KRay vs LW standard render?
Only Kray. Of course they different looks in LW render and this is correct (Kray is more physical then LW, are more bounce light, better transport of photons etc)
Since when I use new Sunsky plugin from LW I do not use VPR (before I used it for positioning of Sun...but now is easy to do with new tools).
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floor.jpg
brownie
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Re: ambient

Post by brownie »

Where can I find this "Bounce limit" node ? Is it a new feature of LW11 ?
medzo
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Re: ambient

Post by medzo »

Its just normal ''scalar node'' found in constant tab. There you can set how many bounces would you like in/on your material
brownie
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Re: ambient

Post by brownie »

OK, Thanks. It's because I'm not used to rename nodes. :oops:
cruisermori
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Re: ambient

Post by cruisermori »

Thanks Janusz for your help and support. Always very usefull and valid information from you. Next question :wink: Do you use any specific scene for material tuning?
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