New update OB6.5 out today.
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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Yes, I see this error too - with the Kitchen scene. Not tried the other one yet.Silverlw wrote:Anyone else had this problem as ANA28?
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
http://www.planetindifferent.co.uk
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
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
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 14586 times
-
- photonmap - emitted
multipler 4.0
light ceiling
luminosity - 80000.0 %
diffuse - 0%
force indirect luminosity - bar-02c.jpg (148.11 KiB) Viewed 14603 times
-
- photonmap - emitted
multipler 4.0
light ceiling
luminosity - 100000.0 %
diffuse - 0%
force indirect luminosity - bar-02b.jpg (64.39 KiB) Viewed 14607 times
-
- photonmap - emitted
multipler 1.0
light ceiling
luminosity - 100000.0 %
diffuse - 0%
force indirect luminosity - bar-02a.jpg (44.19 KiB) Viewed 14604 times
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- The light is selected.
- light.jpg (79.43 KiB) Viewed 14594 times
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
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
multipler 1.0
light ceiling
luminosity - 60000.0 %
diffuse - 0%
force indirect luminosity - bar-02f.jpg (84.82 KiB) Viewed 14597 times
-
- photonmap - emitted
multipler 4.0
light ceiling
luminosity - 60000.0 %
diffuse - 0% - bar-02e.jpg (149.9 KiB) Viewed 14598 times
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 -
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 -
Pixeldust im not sure i follow what you have done but it's very god that youre doing some simple test 
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 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 (88.64 KiB) Viewed 14629 times
-
- Simplified.rar
- (12.41 KiB) Downloaded 260 times
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 (135.72 KiB) Viewed 14629 times
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.Silverlw wrote:Pixeldust im not sure i follow what you have done but it's very god that youre doing some simple test
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.
How can I reduce the noise of the poly light ?? I've antialiasing grid 3 and quality high presets.
Thanks
- Attachments
-
- bar-0700000.jpg (93.91 KiB) Viewed 14624 times