New update OB6.5 out today.

General disscusion about Kray
silverlw
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Post by silverlw »

Have you removed the plugin kray.p from lightwaves pluginlist,restarted lw and added the new kray.p? I think it lacks the shaders
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ana028
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Post by ana028 »

Yes, I installed follow the instructions and in the shaders panel I have the new shader KrayIndirectRays panel and the KraySurfaceOptions panel.
silverlw
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Post by silverlw »

Anyone else had this problem as ANA28? I cant replicate this error and the scene loads fine to me. Anyways theres no magic to the scene except that the surface Wall_Lamp_Light is luminous (30000) and i have applied KrayIndirectRays, ticked "limit dynamic range 100% and also added KraySurfaceOptions and forced the luminous surface to render with "force indirect Luminosity" With this little surface modification we can render backdrops,lamps and other luminous surfaces very fast. The drawback is that we get a very soft and less accurate lighting so there might be an idea to combine this lighttechnique together with some arealights so we also get harder shadows mixed with the soft ones. Alot of vray renders ive seen have this very soft and inaccurate GI mixed with sharp/accurate 1bounceMontecarlo or Vray arealights so do some experimenting.
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phile_forum
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Post by phile_forum »

Silverlw wrote:Anyone else had this problem as ANA28?
Yes, I see this error too - with the Kitchen scene. Not tried the other one yet.

The scene loads & renders OK though, and the two Kray shaders appear on the appropriate objects.

LW9.3.1 Kray 1.7OB6.5, WinXP64-bit (though using 32-bit LW and Kray).

Phil
Planet Indifferent - CGI by Phil Emery
http://www.planetindifferent.co.uk
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vgabex
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Post by vgabex »

Same here.
I got the messages, but renders are fine, the shaders are working.
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ana028
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Post by ana028 »

I forgot to said that I'm using normal windows xp sp2 with 32bit lw9.3. The shaders appear in his place but when you load the scenes you get this two messages.
fulvio
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Post by fulvio »

I recive the same error message.

I'm doing some test using "force indirect luminosity" and I've this problem ... or simply I've not understand how use it.

Setup light.
There are a line of light (like led) behind the bottle (see render to nderstand) and a lamp attacched to the ceiling.

This is my test, simply low settings with "Photonmap" and global photons "emitted" for all the rendering.
I've left the line of led constant and I've changed the light "ceiling".
See the settings in the file comment box.

My questions is ... why from render 2 to render 3 is changed bright of the image if I've lower the luminosity of the light ??
And why when I've removed the shader and than I've added it anymore the brightness of the render is returned like the first (dark).

I've seen the first posted scene and I've notice that the luminosity of the light is not high value like my test ??

Where is my mistake ??

Thanks
Attachments
photonmap - emitted<br />multipler 4.0<br />light ceiling<br />luminosity  - 80000.0 % <br />diffuse - 0%<br />deleted shader (force indirect luminosity) and than added anymore
photonmap - emitted
multipler 4.0
light ceiling
luminosity - 80000.0 %
diffuse - 0%
deleted shader (force indirect luminosity) and than added anymore
bar-02d.jpg (65.54 KiB) Viewed 14582 times
photonmap - emitted<br />multipler 4.0<br />light ceiling<br />luminosity  - 80000.0 % <br />diffuse - 0%<br />force indirect luminosity
photonmap - emitted
multipler 4.0
light ceiling
luminosity - 80000.0 %
diffuse - 0%
force indirect luminosity
bar-02c.jpg (148.11 KiB) Viewed 14599 times
photonmap - emitted<br />multipler 4.0<br />light ceiling<br />luminosity  - 100000.0 % <br />diffuse - 0%<br />force indirect luminosity
photonmap - emitted
multipler 4.0
light ceiling
luminosity - 100000.0 %
diffuse - 0%
force indirect luminosity
bar-02b.jpg (64.39 KiB) Viewed 14603 times
photonmap - emitted<br />multipler 1.0<br />light ceiling<br />luminosity  - 100000.0 % <br />diffuse - 0%<br />force indirect luminosity
photonmap - emitted
multipler 1.0
light ceiling
luminosity - 100000.0 %
diffuse - 0%
force indirect luminosity
bar-02a.jpg (44.19 KiB) Viewed 14600 times
The light is selected.
The light is selected.
light.jpg (79.43 KiB) Viewed 14590 times
fulvio
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Post by fulvio »

And this is the last 2 test.

If I've a poly emitter like a ball, for the time and rendering quality is better low poly or high poly ??!

Thanks
Attachments
photonmap - emitted<br />multipler 1.0<br />light ceiling<br />luminosity - 60000.0 %<br />diffuse - 0%<br />force indirect luminosity
photonmap - emitted
multipler 1.0
light ceiling
luminosity - 60000.0 %
diffuse - 0%
force indirect luminosity
bar-02f.jpg (84.82 KiB) Viewed 14593 times
photonmap - emitted<br />multipler 4.0<br />light ceiling<br />luminosity - 60000.0 %<br />diffuse - 0%
photonmap - emitted
multipler 4.0
light ceiling
luminosity - 60000.0 %
diffuse - 0%
bar-02e.jpg (149.9 KiB) Viewed 14594 times
_mats_
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Post by _mats_ »

I have another suggestion for G, let me know if this is valid.

Could we control the amount of bounces or recursions per surface also? say for instance I have a lot of little glass items like flower pots that can render just fine with a 4 level recursion.. but the rest of the scene is at 24 ?

I think it will help speed up renders as well

is this easy to implement?

Matt -
silverlw
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Post by silverlw »

Pixeldust im not sure i follow what you have done but it's very god that youre doing some simple test :D
I did a (very) simplified similar scene and rendered so you have a starting point. Remember that when you modify the dynamic range of luminous surfaces they will look softer and darker since the lightinformation will be heavily compressed. They will show up in reflections with normal reflection intensities though. About using highpolygon geometry as lightsource or using lowpoly.. I havent noticed any difference in speed or quality but when you crank up brightness it's hard to tell how many polygons the lightsource itself is anyways.
I hope my testscene will help you otherwise send the scene so others can look at it.
Attachments
kray_render00000.jpg
kray_render00000.jpg (88.64 KiB) Viewed 14625 times
Simplified.rar
(12.41 KiB) Downloaded 260 times
silverlw
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Post by silverlw »

Here is another where the only difference is that i have run KrayAutoparts plugin in modeller to make the luminous surfaces as parts and disabled the "force indirect" on the luminous surfaces. The end result takes longer time to render but is much more accurate. It render faster with LimitDR applied to the luminous surface than without since we dont need as many rays as we would need without LimitDR.
Attachments
kray_render00000.jpg
kray_render00000.jpg (135.72 KiB) Viewed 14625 times
fulvio
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Post by fulvio »

Thanks for the info and Your test.
I've not the scene with me, tomorrow I do other test with the settings of Your scenes.
... many thanks.
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acidarrow
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Post by acidarrow »

The error message is nothing to worry about, kray just detects that last time you saved the scene you were using a different version of kray and lets you know.
fulvio
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Post by fulvio »

Silverlw wrote:Pixeldust im not sure i follow what you have done but it's very god that youre doing some simple test :D
I did a (very) simplified similar scene and rendered so you have a starting point. Remember that when you modify the dynamic range of luminous surfaces they will look softer and darker since the lightinformation will be heavily compressed. They will show up in reflections with normal reflection intensities though. About using highpolygon geometry as lightsource or using lowpoly.. I havent noticed any difference in speed or quality but when you crank up brightness it's hard to tell how many polygons the lightsource itself is anyways.
I hope my testscene will help you otherwise send the scene so others can look at it.
I'm started the new rendering with kray settings of Your scene and after some test the result is good for now ... I've not used the shader because I prefer a better light.
How can I reduce the noise of the poly light ?? I've antialiasing grid 3 and quality high presets.

Thanks
Attachments
bar-0700000.jpg
bar-0700000.jpg (93.91 KiB) Viewed 14620 times
silverlw
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Post by silverlw »

Try using luminous settings treshold 0.1-0.01 Min100/max1000 or higher if it's still to grainy. By applying Limitdr to the luminous surface you should compress the dynamics a little bit and therefore less rays should be needed for a useful result.
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