Loft K3 RC1

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Janusz Biela
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Joined: Mon Mar 13, 2006 10:39 am
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Loft K3 RC1

Postby Janusz Biela » Wed Jul 05, 2017 2:14 pm

I reduced scene (now is near 2 millions poly)
Still try optimize new setting in Core but this is quite fast and quality system.
To use it in other scenes simply use Load Items from Scene in Lightwave and select all K3 plugins. There is small bug in ls script messing with K3 plugins and reset settings. We will release soon fix for that. This happen randomly and very rare, I sent it to G.

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Loft_RC1.7z
(113.47 MiB) Downloaded 239 times


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Loft_.jpg

Loft_00001.jpg

Loft_00002.jpg

Loft_00003.jpg

Loft_00004.jpg

Loft_00005.jpg

Loft_00006.jpg

Loft_00007.jpg

Loft_00008.jpg

Loft_00009.jpg

Loft_00010.jpg

Loft_00011.jpg

stretch
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Joined: Tue Feb 10, 2009 9:25 pm
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Re: Loft K3 RC1

Postby stretch » Mon Oct 16, 2017 6:45 pm

Just opened this with RC3, ( No settings changed ) seem to have a lot of grain? Suggestions on how to remove this, or Janusz could you update the Scene for us, great for testing and playing with K3.

RC3.jpg

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Janusz Biela
Posts: 3999
Joined: Mon Mar 13, 2006 10:39 am
Location: Finland
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Re: Loft K3 RC1

Postby Janusz Biela » Tue Oct 17, 2017 8:30 am

Yes no problem.
Noise is from background light source (Physky, HDRi or color)
We have done update for that of course.
Meanwhile G. make new additional update for Path Tracing Photons in K3RC4 (Path Passes tool) to improve accuracy in corners and get almost the same quality in Photon Map like in pure Path Tracing.
VCM is on the way as last part of engine....we go after that to real time post process and shader system.
Soon update!
Will try today update setting with info.

stretch
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Re: Loft K3 RC1

Postby stretch » Tue Oct 17, 2017 12:32 pm

Thank you for the update Janusz.

If you are able to update the settings today that would be fantastic, and we look forward to RC4.

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Janusz Biela
Posts: 3999
Joined: Mon Mar 13, 2006 10:39 am
Location: Finland
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Re: Loft K3 RC1

Postby Janusz Biela » Tue Oct 17, 2017 7:06 pm

try this one:

Loft.lws
(145.55 KiB) Downloaded 88 times


I need test more this setting because according to G. physic theory, amount of bounce lights should be at least 50 (!).
He told me that big amount of bounce light is normal and diffuse model should be adjusted to it.

For example white and flat wall in real World has white color but not pure white...is light gray so color should be around 210.210.210 and diffuse maximum 90.
White concrete material diffuse according to physics is very low: 50-60 %, etc, etc.
With correct diffuse and big amount of bounce lights (at least 40) we should receive correct render. Also we should not be worry about colors because low material diffuse consume a lot Photons power and final bounce light is much lower.

Small amount of bounce lights create errors in corners (10 bounce lights):

test_PM.jpg
test_PM.jpg (137.04 KiB) Viewed 1775 times


Effect should look that (Path Tracing 10 bounce lights):

test_Path_Tracing.jpg
test_Path_Tracing.jpg (163.64 KiB) Viewed 1775 times


....and this is also incorrect (!)...is correct with sampling but not correct with Global Illumination.

That`s why in RC3 we have some new tools for that and alert about low ratio photons.
The resolution of GI in Photon Mapping also is not so important like we thought. It can be 300 mm - more important is saturation by photons not to lose continuum of precache.

Loft_.jpg

Loft_00007.jpg

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Janusz Biela
Posts: 3999
Joined: Mon Mar 13, 2006 10:39 am
Location: Finland
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Re: Loft K3 RC1

Postby Janusz Biela » Tue Oct 17, 2017 11:06 pm

I made some technical renders:
Attachments
Loft_00011.jpg
Loft_00010.jpg
Loft_00009.jpg
Loft_00008.jpg
Loft_00007.jpg
Loft_00006.jpg
Loft_00005.jpg
Loft_00004.jpg
Loft_00003.jpg
Loft_00002.jpg
Loft_00001.jpg
Loft_.jpg


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