First OB3 Image
First OB3 Image
Hi guys, I am just messing around with some old scenes, the new OB and sIBL (http://www.hdrlabs.com/sibl/index.html) which did crash with OB2 but works fine now.
Cheers, Florian
Cheers, Florian
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- kray_render00000.jpg (85.13 KiB) Viewed 9840 times
The more ray's the better!
Use about 10-100 rays
Set focal depth in lw camera, open Kray GUI wich will now have "DOF target" enabled. Chose a null or a object to keep focus on ( i use lightwaves preview dof shift+F9 to estimate the dof but then you also need to set the focal point in lw). I will ask Grzegorz to add Zbufferoutput to all the other buffers so we also can do DOF in post.

Set focal depth in lw camera, open Kray GUI wich will now have "DOF target" enabled. Chose a null or a object to keep focus on ( i use lightwaves preview dof shift+F9 to estimate the dof but then you also need to set the focal point in lw). I will ask Grzegorz to add Zbufferoutput to all the other buffers so we also can do DOF in post.
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I like to do DOF in post as well but there are times when you need to do it in 3D, e.g. when you have transparent or reflective objects. Things behind the transparent surface or in the reflection wont get blurred.tiktane358 wrote: Dof is much more interresting in post (I think) because it need a lot of attention and is very long to render in 3d. And a DOf image is very diffucult to twick in Photoshop !!! (add details or plants)
When adding a proper Z Buffer export to Kray please make sure to add a Z-coverage-buffer and a "background rgb buffer". They are both needed to get good dof results in post.
Since the Z buffer is NOT antialiased post DOF effects will introduce artifacts at the boder of an object. The Z coverage buffer marks these edges. The background rgb buffer contains the pixels behind a pixel in the scene so you can blur against the pixel behind an objects edge.
More info can be found here (and probably some place elese):
http://sparks.discreet.com/knowledgebas ... nnels.html
http://www.fxguide.com/fxtips-114-print.html
I hope this made some sense

Cheers, Florian
Nice example. How about the other buffers I mentioned?Silverlw wrote:Jut talked to G and he will add Zbuffer output tomorrow (already there but no output right now) He will try to fix both ,aliased and without.
Here is my simple DOF render 100 rays. With Zbuffer it takes as long as loading pshop.
Cheers, Florian
The two I mentioned above: background RGB and Z-buffer coverage. Besides that a UV channel, object ID and Raw RGB channel come to mind. some of them could be rendered out in a sperate pass in LW but that would mean axtra setup and rendertime.Silverlw wrote:
What else is needed?
The "other" buffer looked funny/interesting when I tested the buffer saver today. Maybe G can tell us what it is.
Cheers, Florian
Or take a look here what the D-Strom buffer saver offers:Silverlw wrote: What else is needed?
http://www.dstorm.co.jp/archives/plugin ... /index.htm
It would be nice if we could choose which buffers and in which file format to save . Custom naming of the buffers would be another big pkus.
Cheers, Florian
Motion vectors would be useful too, although there are already some good plugins that work (http://www.richardnichols.net/content/view/19/7/), they can't be used with kray (you have to make a quick render afterwards with lw engine).
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- Location: London, UK
Here's a pretty much complete list of what I would like to have for comping. Some of them are lower priority than others, mind you.
*Diffuse illumination, divided up into direct and indirect, with no shadows for the direct pass and no texture information for either one (ie, just light value * color).
*Shadows
*Raw texture/color (same as rendering with no light, no trans, no reflections, and 100 % ambient)
*Reflections
*Transparency/refractions
*Specular
*Reflection occlusion
*Ambient occlusion
*Object ID
*Material ID
*World shading normal (useful for relighting in post)
*World geometry normal (useful for isolating areas for masks)
*Alpha (duh)
*Motion data
And, as further icing...
*Per-light buffers
*Per-object buffers, where it actually traces rays and renders stuff behind objects as well (this would be so goddamned sweet), so you can have, for example, one layer with your entire building (including everything obscured by glass), and one layer will all the glass, including an alpha that lets you just slide it on top in your compositing app of choice. Obviously, that might not work well with refractions, but still...
I will try to assemble a PSD file demonstrating stuff I want.
*Diffuse illumination, divided up into direct and indirect, with no shadows for the direct pass and no texture information for either one (ie, just light value * color).
*Shadows
*Raw texture/color (same as rendering with no light, no trans, no reflections, and 100 % ambient)
*Reflections
*Transparency/refractions
*Specular
*Reflection occlusion
*Ambient occlusion
*Object ID
*Material ID
*World shading normal (useful for relighting in post)
*World geometry normal (useful for isolating areas for masks)
*Alpha (duh)
*Motion data
And, as further icing...
*Per-light buffers
*Per-object buffers, where it actually traces rays and renders stuff behind objects as well (this would be so goddamned sweet), so you can have, for example, one layer with your entire building (including everything obscured by glass), and one layer will all the glass, including an alpha that lets you just slide it on top in your compositing app of choice. Obviously, that might not work well with refractions, but still...
I will try to assemble a PSD file demonstrating stuff I want.