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Re: ambient
Posted: Tue Jun 12, 2012 10:53 am
by Janusz Biela
rosstheboss wrote:What a bout post - whats is your method ?
Sorry but I do not understand question.... develop please...
Re: ambient
Posted: Tue Jun 12, 2012 12:02 pm
by rosstheboss
Well ... this is RAW render? or u doing postprocces with PS or AE?
Re: ambient
Posted: Tue Jun 12, 2012 1:21 pm
by khan973
Also, around ceiling it's pretty dark, hox do you handle that?
Sorry but I do not understand question....[/quote]
I meant when the ceiling is too dark, how do you handle the lack of light if you don't use lumi panels ?
Re: ambient
Posted: Tue Jun 12, 2012 2:17 pm
by Janusz Biela
rosstheboss wrote:Well ... this is RAW render? or u doing postprocces with PS or AE?
We do not have RAW and EXR in Kray yet. So I render to LDR as always and use PS and AE.
Re: ambient
Posted: Tue Jun 12, 2012 2:25 pm
by Janusz Biela
I meant when the ceiling is too dark, how do you handle the lack of light if you don't use lumi panels ?
Watch lights from wire. Also tonemaping gamma has higher exposure (0.8 means higher exposure) Power shader rise up brightness also.
Re: ambient
Posted: Thu Jun 14, 2012 5:44 pm
by Janusz Biela
Some next updates (I changed some setup in light and surfaces also).
Re: ambient
Posted: Sun Jun 17, 2012 9:31 pm
by Janusz Biela
My last renders from this scene.
Re: ambient
Posted: Mon Jun 18, 2012 10:22 am
by brownie
Last one is my favorite.
It seems that you have increased your level in texturing.
We can all imagine how much a material integration in Kray engine would (will ?) be kick-ass.
Re: ambient
Posted: Mon Jun 18, 2012 11:12 am
by Janusz Biela
brownie wrote:
We can all imagine how much a material integration in Kray engine would (will ?) be kick-ass.
Yes, this is priority now

Re: ambient
Posted: Mon Jun 18, 2012 1:11 pm
by cruisermori
Very good materials. I like your fabric, leather and wood. I guess you are using NODES to create such a materials. What method (many trials, known physical parameters for each specific material or any other source) do you use for creating these materials? Do you render all tests in KRay or in VPR? Do these materials perform differently in KRay vs LW standard render?
Re: ambient
Posted: Mon Jun 18, 2012 3:28 pm
by Janusz Biela
cruisermori wrote:Very good materials. I like your fabric, leather and wood. I guess you are using NODES to create such a materials. What method (many trials, known physical parameters for each specific material or any other source)
Yes, exactly. Some surfaces has 4-6 different maps (different for bump, different for blur, diffuse etc) I Use only one map which I clone under LW many times and each of them I tweak with gamma and contrast + sometimes blur.Sometimes I create also bump map because is difficult under LW to get correct result. Is one think which MUST BE, this is HiRes seamless textures...I do not use textures under 2000-3000 pix. Textures I prepare by myself , even if they are commercial (clean from noise, save to PNG)
Do you render all tests in KRay or in VPR? Do these materials perform differently in KRay vs LW standard render?
Only Kray. Of course they different looks in LW render and this is correct (Kray is more physical then LW, are more bounce light, better transport of photons etc)
Since when I use new Sunsky plugin from LW I do not use VPR (before I used it for positioning of Sun...but now is easy to do with new tools).
Re: ambient
Posted: Thu Jun 21, 2012 2:44 pm
by brownie
Where can I find this "Bounce limit" node ? Is it a new feature of LW11 ?
Re: ambient
Posted: Thu Jun 21, 2012 4:00 pm
by medzo
Its just normal ''scalar node'' found in constant tab. There you can set how many bounces would you like in/on your material
Re: ambient
Posted: Thu Jun 21, 2012 4:03 pm
by brownie
OK, Thanks. It's because I'm not used to rename nodes.

Re: ambient
Posted: Fri Jun 22, 2012 9:18 am
by cruisermori
Thanks Janusz for your help and support. Always very usefull and valid information from you. Next question

Do you use any specific scene for material tuning?