First post, first help

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brownie
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Joined: Thu Apr 16, 2009 10:53 am

First post, first help

Post by brownie »

Hi,

This is my first post on this forum, and my first work with kray too.

The main character is an export from Daz; I've modelled the trousers and the shirt.
The shirt and hair are F9-rendered and added in PS afterward, you' ll see below why

1. Concerning the overall aspect of the image : I have applied most of the advices that I could gather in previous threads, except 2 things : the fallof distance of the main area light is quite large (10m) and the QLWF has been adapted to a Mac wotkflow ( 1,8 gamma) Gamma is different in QLWF and in Kray.
In the end, I think that my render is just not bad, with big problems of noise on the background furniture, a dirty ceiling, and awful lights emitted by the lamps. (I must say that interior lamps are in my opinion the weakest link even for the best of you).
The floor is from a shader by Denis Pontonier, and could be better with more traditional texturing.
Some materials have specular, despite your advices.


2 Now with the bugs : UV seem to be a problem with Kray. I can' t render the transparent channel for the hair (and believe me I tried), but since this Uv coordinates have been generated by Daz Studio...Maybe that's the problem.

The UV coordinates for the shirt are custom made, the mesh is clean, and boom, no bump.
As you see the other surfaces have no problem with or without UV.

So, if you could help me, it would be highly apreciated.

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jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Re: First post, first help

Post by jure »

brownie wrote: 2 Now with the bugs : UV seem to be a problem with Kray. I can' t render the transparent channel for the hair (and believe me I tried), but since this Uv coordinates have been generated by Daz Studio...Maybe that's the problem.

The UV coordinates for the shirt are custom made, the mesh is clean, and boom, no bump.
As you see the other surfaces have no problem with or without UV.
About the grain - it's probalby due to too low area lights settings. Try 3/4 instead 1/4 on quality tab. The lighte the lamp looks unrealistic. How about trying IES? Also the photon power of 20 is alot too. This breaks physical correctness further since light will bounce 20 times more than normaly. I think this is what is giving you washed out look.

Is there any special reason you used inverse falloff for lights instead of inv^2? I would not recommend using anything else unless you know what you are doing since it breaks "physical correctness".

There are no known bugs dealing with UV's right now but maybe you just found one. All I can think of right now is that maybe the problem is simply in the name of the UV map. So try changing it or copying to new UVmap and see if that helps. In any case I recommend you to send us the problematic object and we'll take a look if there is a bug.


The rest is like johny says "having a good idea" about how to light and setup your scene... This is unfortunately something Kray cannot do for you. :)
- Jure
brownie
Posts: 103
Joined: Thu Apr 16, 2009 10:53 am

Re: First post, first help

Post by brownie »

Thanks for the answer.

The settings you suggest gives e good mood, but the overall lighting is quite dark; so I've decided to open a wall on the left.
Render to come

Concerning the shirt, the error seems to appear only with high lighting; with a simple area and no skylight, the result is good.

So the hair...
I let you play with the file since I had no success with it.
http://homepage.mac.com/bfred1/Envoitrans.zip
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Janusz Biela
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Re: First post, first help

Post by Janusz Biela »

Please, post only problem obiect.....I will check where is problem
brownie
Posts: 103
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Re: First post, first help

Post by brownie »

Thank you Johnny.
The zipped archive actually contains only the main character. (It weighs 20 Mo, because the textures are included; they're needed for transparency)

These transparency surfaces (hair and eye) works well in LightWave. It's obvious, but it's better to precise that fact.

Hope to read you soon.
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Janusz Biela
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Re: First post, first help

Post by Janusz Biela »

Ok I was check this: some textures are good some bad - I don`t know why... (I was check setup, UVmaps under Modeler, etc...)
Maybe problem is from export....
I sent this to G. for check, maybe this is new bug in Kray.

PS

next time please don`t use strange setup in textures: incidental light colours, strange mixed textures.
Just basic setup and good diffuse parametr.
For specular or reflection You must use ALPHA MAP too becouse without this You will see reflection/specular effect on transparency region...
brownie
Posts: 103
Joined: Thu Apr 16, 2009 10:53 am

Re: First post, first help

Post by brownie »

Better, but not enough.
Image

Whatever I change to increase brightness (N, Powershader, Light Intensity....) I always get washed out renders.

Question : Do I always have to keep my Inverse distance factor to around 5m or can I boost it to 10, 20 or more meters?
silverlw
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Re: First post, first help

Post by silverlw »

When inverse square falloff is enabled, the falloff distance OR light intensity is the exact same thing!. In nature there is no such thing as falloff distance. That's just a computer terminology. /Silverlw
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