
kray 3.0 preview
Re: kray 3.0 preview
Post the scene johny
I want to test actual render time in my machine with your setup or if you change lighting, etc.

- Janusz Biela
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Re: kray 3.0 preview
Here scene in override mode and higher resolution (21 sec/frame/i7 CPU 12 threats) + wire frame render for fun
Skyportal is OFF, because is nonsense in this case.
Have nice test

Skyportal is OFF, because is nonsense in this case.
Have nice test

- Attachments
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- cornellbox.rar
- (52.51 KiB) Downloaded 309 times
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- Cornell_override_Anim.rar
- (2.04 MiB) Downloaded 323 times
Re: kray 3.0 preview
Thanks for the scene johny. I'll disect the scene as soon as possible to see what is a good setup for animation in kray. From the override video it looks very good.
Something regarding kray 2.5 and kray 3.0. Is it possible for these plugins to co-exist in one lw installation? I hope kray 3.0 won't bugout kray 2.5. We tend to re render old projects and need exactly the same results or better without needing to tweak the scenes too much. Just afraid that when kray 3.0 comes around scenes from kray 2.5 look and react different. Easiest solution I can think of is just make them co exist and able to use at any time. So there's less worry to make kray 3.0 backward compatible, too.
Something regarding kray 2.5 and kray 3.0. Is it possible for these plugins to co-exist in one lw installation? I hope kray 3.0 won't bugout kray 2.5. We tend to re render old projects and need exactly the same results or better without needing to tweak the scenes too much. Just afraid that when kray 3.0 comes around scenes from kray 2.5 look and react different. Easiest solution I can think of is just make them co exist and able to use at any time. So there's less worry to make kray 3.0 backward compatible, too.
- Janusz Biela
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Re: kray 3.0 preview
Kray 3.0 will be NEW product....actually everything will be new. Soon will be also list of features what exactly . Kray 3.0 is almost ready as standalone so in next 1-2 months we start beta phase. About old scenes: I do not think so will be problem because all changes happen in engine of Kray not in LWjnom wrote:Thanks for the scene johny. I'll disect the scene as soon as possible to see what is a good setup for animation in kray. From the override video it looks very good.
Something regarding kray 2.5 and kray 3.0. Is it possible for these plugins to co-exist in one lw installation? I hope kray 3.0 won't bugout kray 2.5. We tend to re render old projects and need exactly the same results or better without needing to tweak the scenes too much. Just afraid that when kray 3.0 comes around scenes from kray 2.5 look and react different. Easiest solution I can think of is just make them co exist and able to use at any time. So there's less worry to make kray 3.0 backward compatible, too.

- Keraressi Abdelkarim
- Posts: 719
- Joined: Sun Jan 24, 2010 4:44 pm
Re: kray 3.0 preview
Wow thnx jnausz ur The best 

Re: kray 3.0 preview
Very promising. Thank you. Each information we get helps us in planning our businesses for the next months.
I hope the beta test will be wide open.
Another question : will it work on LW 9.6 or just 10+ ?
I hope the beta test will be wide open.
Another question : will it work on LW 9.6 or just 10+ ?
Re: kray 3.0 preview
Will Kray material using more node based texture editing to make surface more realistic?
Re: kray 3.0 preview
I just rendered the scene. Render time is not bad. But there's something very wrong with this method. This simple scene generated 1.4gig of fgi data with only 125 frames. Imagine a moderate complex scene that's 10 secs(300 frames). It would generate maybe 20 gig of fgi data.Janusz Biela wrote:Here scene in override mode and higher resolution (21 sec/frame/i7 CPU 12 threats) + wire frame render for fun![]()
Skyportal is OFF, because is nonsense in this case.
Have nice test
Animation has to be addressed with kray 3.0.
- Janusz Biela
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Re: kray 3.0 preview
You are right if we talk about size and this is....normal
1. You do not need those files after animation (trash)...I think even during render You can delete it but this is depended from frame parameter in Time Interpolation system. If is 5 then You should leaf minimum 2 GI files generated before actual frame (I am not sure but 5 means 2 frames before and 2 frames after spectrum of blending or 4 frames before actual rendered frame...will ask G. next time) This delete of GI should be in Auto mode in K3.0.
2. This is GI saved for each of frame! So each frame is separately as another "scene/animation"!...So in another words You generate 125 GI files in 125 frames animation
3. Because this is Time interpolation so we have blending between frames (and this blending is done between those files GI, why is storage on hard disk)
4. If this will be basic scene without moving objects then You will have only one GI file (not 125) and size of this GI file will change of course, according to: how many NEW regions camera will see (in another world: how many new samples engine will generate and will add to this GI file information. This GI file will be bigger and bigger depends from animation)
5. My the biggest GI file was 4 Giga (and this is not that bad) problem was only with memory (I had some computers with small amount of RAM and this 4 Giga GI file was just too big (You need RAM for system, residential software, render engine for calculation etc. In another world 16 Giga Ram is minimum for bigger projects....)
6. Good solution is use Path Tracing so without file GI (but this solution is for minimum next 5 years from now)
7. The best solution with big scenes is just save Photon Map (NOT GI!) and use it with function LOAD. very small file, no problems with splotches and flickering (of course You must generate CORRECT this map!), You can render it with brakes and continue later , You can render it on many computers without network, take while for render this. Actually I am fan of this system, sharing GI make me headache.
8. In V-ray they have very nice module to watch this file in 3D (Photon Map) , looks maybe useless but can show errors before when You will start animation.

1. You do not need those files after animation (trash)...I think even during render You can delete it but this is depended from frame parameter in Time Interpolation system. If is 5 then You should leaf minimum 2 GI files generated before actual frame (I am not sure but 5 means 2 frames before and 2 frames after spectrum of blending or 4 frames before actual rendered frame...will ask G. next time) This delete of GI should be in Auto mode in K3.0.
2. This is GI saved for each of frame! So each frame is separately as another "scene/animation"!...So in another words You generate 125 GI files in 125 frames animation
3. Because this is Time interpolation so we have blending between frames (and this blending is done between those files GI, why is storage on hard disk)
4. If this will be basic scene without moving objects then You will have only one GI file (not 125) and size of this GI file will change of course, according to: how many NEW regions camera will see (in another world: how many new samples engine will generate and will add to this GI file information. This GI file will be bigger and bigger depends from animation)
5. My the biggest GI file was 4 Giga (and this is not that bad) problem was only with memory (I had some computers with small amount of RAM and this 4 Giga GI file was just too big (You need RAM for system, residential software, render engine for calculation etc. In another world 16 Giga Ram is minimum for bigger projects....)
6. Good solution is use Path Tracing so without file GI (but this solution is for minimum next 5 years from now)
7. The best solution with big scenes is just save Photon Map (NOT GI!) and use it with function LOAD. very small file, no problems with splotches and flickering (of course You must generate CORRECT this map!), You can render it with brakes and continue later , You can render it on many computers without network, take while for render this. Actually I am fan of this system, sharing GI make me headache.
8. In V-ray they have very nice module to watch this file in 3D (Photon Map) , looks maybe useless but can show errors before when You will start animation.
Re: kray 3.0 preview
Thanks for keeping us posted Janusz, I'm really ecited and looking forward to get my hands on Kray 3
I hope we'll get more passes or the ability to create some.
If some nodes are created, I think it ould be a great Idea to have Global Buffer nodes so we can extract or create any property we want.
DP Filter is amazing on that note.
I am still lacking many passes to be able to use it for all purposes and with Nuke (per light pass, Multi channel EXr...)
I hope we'll get more passes or the ability to create some.
If some nodes are created, I think it ould be a great Idea to have Global Buffer nodes so we can extract or create any property we want.
DP Filter is amazing on that note.
I am still lacking many passes to be able to use it for all purposes and with Nuke (per light pass, Multi channel EXr...)
Re: kray 3.0 preview
Since Kray 3.0 will be totally standalone, will it support GPU as well?
- Janusz Biela
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Re: kray 3.0 preview
Yes, but Grzegorz wants make hybrid CPU/GPU because are many limits with only GPU rendering....so some part of render will support GPU and some parts CPU in the same time.jonathlee wrote:Since Kray 3.0 will be totally standalone, will it support GPU as well?
Re: kray 3.0 preview
Then using Nvidia Cards would feel the extra advantage with CUDA cores?
If so then we can invest graphic cards with more CUDA cores to speed up both the rendering.
If so then we can invest graphic cards with more CUDA cores to speed up both the rendering.
Re: kray 3.0 preview
As it appears to be the best solution, I'm to see that Kray will follow the best way.Janusz Biela wrote:Yes, but Grzegorz wants make hybrid CPU/GPU because are many limits with only GPU rendering....so some part of render will support GPU and some parts CPU in the same time.jonathlee wrote:Since Kray 3.0 will be totally standalone, will it support GPU as well?
- Janusz Biela
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Re: kray 3.0 preview
jonathlee wrote:Then using Nvidia Cards would feel the extra advantage with CUDA cores?
If so then we can invest graphic cards with more CUDA cores to speed up both the rendering.
Is only one way : by CUDA cores. I think Hybrid CPU/GPU will be the best solution for future and with good code in render engine can affect much faster renders then only CPU or GPU and still without limits.