Home Office W.I.P

Please post finished works here.
User avatar
larry_g1s
Posts: 319
Joined: Tue Jan 22, 2008 6:48 am
Location: California
Contact:

Post by larry_g1s »

Pheidian wrote:Nice work!

Quick look it seems that weird artifacting is because of the sun light, you can see there should be "sun light" on that places in the couch where there is those speckles... No idea why, caustics off?

Maybe double check the couch material too, bump mapping or something may cause this...

Other than that, looks great, when you get skyportals, these renders will be gold!
Thanks very much Pheidian, I really appreciate it. Of course, I then had to go and look at your thread of your "Personal Kitchen Practice" & see your render times... :( You're killing me... lol

I'm just starting to get more of the type of lighting I want in Kray (not there yet, but closer then when 1st started), but the render times are still nuts on a Quad Core. I know Kray is suppose to be faster, I see it your render times, so why is it taking me 1 to 3 hrs on a Quad Core for a resolution like 1920 x 2560? Would posting my settings help for feed back? Is it because I'm not using luminous polys, but a spot?
Larry V

Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Pheidian
Posts: 186
Joined: Sun Dec 30, 2007 9:40 am

Post by Pheidian »

ARGH? You're using spot light to light up your scene? uh...

Yea do post your setup for Photons and FG and let's see what we can do to improve...
User avatar
larry_g1s
Posts: 319
Joined: Tue Jan 22, 2008 6:48 am
Location: California
Contact:

Post by larry_g1s »

Pheidian wrote:ARGH? You're using spot light to light up your scene? uh...

Yea do post your setup for Photons and FG and let's see what we can do to improve...
I know, I know...you've mentioned sky dome. I'll try it right now. :oops: On the skydome, do you go half sphere with a flat bottom? Do you still use skylight plug-in?

I've attached my settings. I really appreciate your willingness & attitude to help Pheidian. 3.5hrs to render on Kray is just insane.
Attachments
kray_settings_render_v19.jpg
kray_settings_render_v19.jpg (310.72 KiB) Viewed 5186 times
Larry V

Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Pheidian
Posts: 186
Joined: Sun Dec 30, 2007 9:40 am

Post by Pheidian »

No problem, here are some basic stuff for you:

Tailer Command line:

recurse 10;prerender 1,4,0.1;gradients_neighbour 0.1

first: recurse 10 is 10 bounces, (same as recursion limit in render globals in LW, this will overwrite that settings).

Prerender with this setting, will run 4 different passes for GI solution, refining the places there will need to be more samples (multisampling).

Gradients_neighbour command is used for "blurring" the neighbour cells of photonmap... I'm not sure If I get the explanations right, but this is what I understand of these :)

For Quick preview, lower the passes from 4 to 1 (crappy GI, but fast), example:

recurse 10;prerender 1,1,0.1;gradients_neighbour 0.1

You can try different, 1, 2 ,3 for this multipassing to see which suites you (maybe don't need 4 pass).

Photons tab:

don't use auto solution, put 500mm there for GI resolution. But you have to have the scene in 1:1 for real world scale (1 meter in LW is 1 meter in real world object size)

Increase photons, like 1 000 000 maybe. You can try different photon numbers to see limited region render from critical places (dark places). This is for quick preview.


FG tab:

Change to custom (so you can tweak all settings).

FG treshold to 0.0
prerender to 100%

FG min/max: try different setups, like 200 / 600 might be enough for multipassing the scene FG... (prerender tailer command) other good stuff to try is 400 / 800, 800 / 2500.

Spatial tolerance can you 0.1 or smaller (for small object detail shadows)
Angle tolerance 30
Distance min 30, max 500... I'm not quite sure what these are about, but playing around with this works well... and tweak and see :)

BD and blur to 0.

ALWAYS use indirect mode for luminosity model in Quality tab! And luminosity polygons... :)

Also memory management (make this custom so you can access all setups) Octree depth should be around 200 or 300 if you have more than 2GB memory. This is just memory handling for kray.

Hope some of these settings help you get better render and faster times :)
User avatar
larry_g1s
Posts: 319
Joined: Tue Jan 22, 2008 6:48 am
Location: California
Contact:

Post by larry_g1s »

Alright, I'm starting from scratch (to a degree). I've re-sized the model so that everything is 1:1 (i.e. 1m/1ft on the model is 1m/1ft in LW), and I'm going to try to light it with out th backdrop & stuff. How would I begin, do you still use a sun light, if so, do you have the sky dome unaffected by rays? Just basically looking for a work flow for the skydome light set up, the only Kray lighting set up I've really tried is the one Jure has on his tutorial.
Larry V

Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Pheidian
Posts: 186
Joined: Sun Dec 30, 2007 9:40 am

Post by Pheidian »

Yes, use sun light, and create a skydome around your model. Skydome should be around 80m in diameter or so, then play around with luminosity around 800% -> 1500%, even more if not enough... Use colour of slight blueish or pinkish in the dome...

Then add spotlight as sun light with sunspot plugin, to easily create the light to right direction. (same sunlight settings as Jure's tutorial), then put skydome layer to not cast and receive any shadows, it has to be seen by rays, otherwise it does not shoot photons...

This should be the most basic / working stuff, atleast for me. And do not use direct luminosity model, but indirect in quality tab.

I don't know how much different this is compared to using backdrop lightning, but try out and see... :)

Hope this helps out... You can also replace the skydome luminosity with panels in the windows if you like, just copy and paste the glass materials from the windows and use that layers to make luminosity panels (so the size is exactly the same as window "holes"...
User avatar
larry_g1s
Posts: 319
Joined: Tue Jan 22, 2008 6:48 am
Location: California
Contact:

Post by larry_g1s »

Finally had a chance to do a quick little animations using Kray, so I used this scene. I don't remember the render times, but this is half of the original size, and I remember them being pretty quick on a Quad Core with the shared GI.

Reading Room animation

Post glow was done in DFX+

EDIT: slightly lengthen animation sense originally posted.
Larry V

Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
geo_n
Posts: 363
Joined: Tue May 20, 2008 3:01 pm
Location: jpn

Post by geo_n »

Pheidian wrote:No problem, here are some basic stuff for you:

Tailer Command line:

recurse 10;prerender 1,4,0.1;gradients_neighbour 0.1

first: recurse 10 is 10 bounces, (same as recursion limit in render globals in LW, this will overwrite that settings).

Prerender with this setting, will run 4 different passes for GI solution, refining the places there will need to be more samples (multisampling).

Gradients_neighbour command is used for "blurring" the neighbour cells of photonmap... I'm not sure If I get the explanations right, but this is what I understand of these :)

For Quick preview, lower the passes from 4 to 1 (crappy GI, but fast), example:

recurse 10;prerender 1,1,0.1;gradients_neighbour 0.1

You can try different, 1, 2 ,3 for this multipassing to see which suites you (maybe don't need 4 pass).

Photons tab:

don't use auto solution, put 500mm there for GI resolution. But you have to have the scene in 1:1 for real world scale (1 meter in LW is 1 meter in real world object size)

Increase photons, like 1 000 000 maybe. You can try different photon numbers to see limited region render from critical places (dark places). This is for quick preview.


FG tab:

Change to custom (so you can tweak all settings).

FG treshold to 0.0
prerender to 100%

FG min/max: try different setups, like 200 / 600 might be enough for multipassing the scene FG... (prerender tailer command) other good stuff to try is 400 / 800, 800 / 2500.

Spatial tolerance can you 0.1 or smaller (for small object detail shadows)
Angle tolerance 30
Distance min 30, max 500... I'm not quite sure what these are about, but playing around with this works well... and tweak and see :)

BD and blur to 0.

ALWAYS use indirect mode for luminosity model in Quality tab! And luminosity polygons... :)

Also memory management (make this custom so you can access all setups) Octree depth should be around 200 or 300 if you have more than 2GB memory. This is just memory handling for kray.

Hope some of these settings help you get better render and faster times :)
About the setting,
prerender 1,4,0.1;gradients_neighbour 0.1
Does 4 prepass improve quality of render and what happens when I have usermultipass 0 in there? When I increase photons to 1000000 I get splotchy render.
In the quality tab, would it help to increase setting to high? My lumi poly's are not smooth especially if they're beside walls. The lumi poly is splotchy compared to spotlights.
Locked