except wrote:Looking forwar dto a long and intimate relationship with this engine.
that was the idea, welcome Tom!
About the glass, did you remove the "air" polygons from your LW scene? kray's raytracing does not need them (similar to G2).
Or does the new original dielectric node also not rely on airpolies?
except wrote:Looking forwar dto a long and intimate relationship with this engine.
that was the idea, welcome Tom!
About the glass, did you remove the "air" polygons from your LW scene? kray's raytracing does not need them (similar to G2).
Or does the new original dielectric node also not rely on airpolies?
None of the nodal stuff relies on air polys.... you just give the backface a different material. There's no need to do the whole air poly thing any more
hey tom, wellcome !
when you can try to do an anim... there are some tricks about load/save GI.
I.e for animation you can render a frame each 10 or 20, it depens on camera speed, in SAVE GI mode. No AA needed here.
Then turn on AA, switch to LOAD GI (and target the saved GI file), and use this tailor command: gradients_flags 0;
This will force Kray to stop calculating FG (in AA some FG is calculated) so you'll get faster AA and MB for animation.
Now you can render all the frames of the anim at a high speed.
There are some bugs yet in this command, but it's one of the areas we're investigating to get the top possible speed in animation.
ahem - apologize, being so (too) busy and so absent from lists that i get easily confused about what's in internal betas and what not.
What to say, just keep lines i wrote for OB3