New update OB6.5 out today.
New update OB6.5 out today.
OB 6.5 for win32/win64 and UB will be out today.
New per surface options ("desaturate" to control colourbleeding,"Multiplier" to control lightbounces and "LimitDR" Limit dynamic range to force luminous surfaces to not cause bright splotches in irradiancemap.
Those are really powerfull + fixed finalgathering and Jpg image saving.
New per surface options ("desaturate" to control colourbleeding,"Multiplier" to control lightbounces and "LimitDR" Limit dynamic range to force luminous surfaces to not cause bright splotches in irradiancemap.
Those are really powerfull + fixed finalgathering and Jpg image saving.
Last edited by silverlw on Tue Jan 15, 2008 8:51 pm, edited 1 time in total.
- phile_forum
- Posts: 177
- Joined: Wed Aug 16, 2006 11:12 pm
- Location: UK
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Oh boy, this is excellent. Some really powerful features starting to appear now.
Win64 support? Brilliant!
Nice one.
Phil
Win64 support? Brilliant!
Nice one.
Phil
Planet Indifferent - CGI by Phil Emery
http://www.planetindifferent.co.uk
http://www.planetindifferent.co.uk
- walfridson
- Posts: 39
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yep i have also switched completely to 64bit. I love this release.
Here is a scene i played with where i have assigned Krayshaders to luminous polygons to light the scene. Look at it to get the ide'a and hopefully we see better and more beautifully renders than mine here soon ;D
Credits for original scene goes to Branko Jovanovic a.k.a. 'd.sign'
Here is a scene i played with where i have assigned Krayshaders to luminous polygons to light the scene. Look at it to get the ide'a and hopefully we see better and more beautifully renders than mine here soon ;D
Credits for original scene goes to Branko Jovanovic a.k.a. 'd.sign'
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- 1Test LimitDR00120.jpg (296.49 KiB) Viewed 11346 times
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- Branko Jovanovic a.k.a. 'd.sign'.rar
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Look good Silver,
What would be a real life application for the new shaders? in what case would you use them and why?
I understand you can control the amount of rays emitted on a per-surface basis, is this useful only on lumi polys? or any other scenario?
I will be doing some tests here as well
Matt -
What would be a real life application for the new shaders? in what case would you use them and why?
I understand you can control the amount of rays emitted on a per-surface basis, is this useful only on lumi polys? or any other scenario?
I will be doing some tests here as well
Matt -
Another scenario is when you have complexed geometry like instanced plants or tree's, where irradiancecache just will slow down rendering instead of speeding things up.
If you instead add KraySurfaceoptions and force the treesurfaces to render with cacheirradiance off and low values of FG it will speed up alot.
Using the Krayshaders can be used as a "per surface" setting so theres almost just imagination that limits you to control surfaces. One surface might need alot of reflectionblur with high quality ,another might need low values. One surface might be raytraced only another with full GI. Maybe you want the floor to have splendid contactshadows so you turn irradiancecache off for the floor. The glas vase on the table should cast caustics but you turn it off for the shiny table itself and floor... I hope ive given you some ide'as.
If you instead add KraySurfaceoptions and force the treesurfaces to render with cacheirradiance off and low values of FG it will speed up alot.
Using the Krayshaders can be used as a "per surface" setting so theres almost just imagination that limits you to control surfaces. One surface might need alot of reflectionblur with high quality ,another might need low values. One surface might be raytraced only another with full GI. Maybe you want the floor to have splendid contactshadows so you turn irradiancecache off for the floor. The glas vase on the table should cast caustics but you turn it off for the shiny table itself and floor... I hope ive given you some ide'as.
Another simple scene with indirect luminous lights
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- Kray00000.jpg (264.94 KiB) Viewed 11334 times
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- Kitchen scene.rar
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