I am a total newbie to Kray and it seems like a lot of maths and algorithms have to be hammered into my head before I even can smell some small advantages of KRAY... this is probably a quite easy thing to solve for someone with a bit larger brain than me is the shadow part of Kray in Lightwave!
I get a message: Physically incorrect light model in scene with Global Illumination
I red the manual but obviously must have missed something crucial here... can someone explain in a simple way what´s this is about...
This warning will appear if you use ambient light and /or you use lights with none Intensity falloff.
When you first add Kray to master plugins it will ask you if you want to turn off ambient light and check for raytrace flags. You should answer yes to this question. Then you are ready to go.
You wrote: "When you first add Kray to master plugins it will ask you if you want to turn off ambient light and check for raytrace flags. You should answer yes to this question. Then you are ready to go"
But what if I can´t remember if I accepted that or not, aren´t there any alternative options later to handle this in Kray after the installation? I have now switched off "ambient light" in Lightwave manually since I believed that was an option as well? But if this is wrong what shall I do now, re-install Kray or what?
About the "intensity falloff" matter:
If I understood this right all lights must have "Intensity falloff" boxed in and same distance as the lights source distance from the object it is supposed to shine on? Correct?
Sorry for these stupid questions but I am totally new to this and the white papers just kill me!
You wrote: "When you first add Kray to master plugins it will ask you if you want to turn off ambient light and check for raytrace flags. You should answer yes to this question. Then you are ready to go"
But what if I can´t remember if I accepted that or not, aren´t there any alternative options later to handle this in Kray after the installation? I have now switched off "ambient light" in Lightwave manually since I believed that was an option as well? But if this is wrong what shall I do now, re-install Kray or what?
Hehe no. This warning is only there to help you setup everything correctly when you first add it to the scene. It checks if raytrace flags (RT shadows, reflections, refractions) are ON and ambient light is 0%. Of course you can do this manualy too...
jaxtone wrote:
About the "intensity falloff" matter:
If I understood this right all lights must have "Intensity falloff" boxed in and same distance as the lights source distance from the object it is supposed to shine on? Correct?
Sorry for these stupid questions but I am totally new to this and the white papers just kill me!
No. You can use whatever distance you want. It doesn't matter to Kray.
Now I´ve been playing around with Kray for a couple of days and I must say it´s a damn good cracker. I got a question about background images used as reflection maps etc...
What is best in Kray between these two to get a fast image reflector:
1. Just as a simple background image in the Effects Compositing window [Ctrl] [F5]?
2. To place the image on the inside of an inverted sphere that surrounds the whole scene?
Now I´ve been playing around with Kray for a couple of days and I must say it´s a damn good cracker. I got a question about background images used as reflection maps etc...
What is best in Kray between these two to get a fast image reflector:
1. Just as a simple background image in the Effects Compositing window [Ctrl] [F5]?
2. To place the image on the inside of an inverted sphere that surrounds the whole scene?
1. No, sorry image effect compositing tab is not (yet) supported in Kray.
2. Yes that is the preferred way. Place image outside, make sure you check appropriate flags (unseen by GI, shadow casting OFF etc.)
1. How do I make this work in Kray? I need a solution where the inverted sphere with the image map on sends information to the other objects in scene, so it cast reflections, light areas or whatever to the other objects. Please explain this to me!
2. Where do I turn GI off in Kray? Or in case you mean LW please explain the work process to turn GI off!
jaxtone: (... place the image on the inside of an inverted sphere that surrounds the whole scene?)
Jure: Yes that is the preferred way. Place image outside, make sure you check appropriate flags (unseen by GI, shadow casting OFF etc.)
jaxtone wrote:Two questions about this procedure...
1. How do I make this work in Kray? I need a solution where the inverted sphere with the image map on sends information to the other objects in scene, so it cast reflections, light areas or whatever to the other objects. Please explain this to me!
Well that's pretty easy to do. Make a sphere, map texture on it. Turn luminosity of the sphere to 100% or whatever you need. In object properties sor sphere turn off cast/receive shadows and if you don't want it to cast GI turn that off too.
jaxtone wrote:
2. Where do I turn GI off in Kray? Or in case you mean LW please explain the work process to turn GI off!
Why do you wan't to turn GI off?
To render without GI you can choose "Raytrace" mode in Kray general options. You can also turn GI on/off per object surface... Check the manual for more information...
jure wrote:Why do you wan't to turn GI off? To render without GI you can choose "Raytrace" mode in Kray general options. You can also turn GI on/off per object surface... Check the manual for more information...
My answer is: Because you wrote this: "Yes that is the preferred way. Place image outside, make sure you check appropriate flags (unseen by GI, shadow casting OFF etc.)"
jure wrote:Why do you wan't to turn GI off? To render without GI you can choose "Raytrace" mode in Kray general options. You can also turn GI on/off per object surface... Check the manual for more information...
My answer is: Because you wrote this: "Yes that is the preferred way. Place image outside, make sure you check appropriate flags (unseen by GI, shadow casting OFF etc.)"
Ah ok. I said it because sometimes you want to use one sphere for reflection only and one for light only. So you wouldn't want the one with reflection to cast any global illumination.
I added an inverted tesselation sphere and made it much larger that the radius from where the sun spot were located. But even if doing so everything went totally black when I added the sphere to the scene... I have used spheres as backgrounds earlier and even of it´s no rocket science this one hits me hard though I can´t find any solution for this.
I added an inverted tesselation sphere and made it much larger that the radius from where the sun spot were located. But even if doing so everything went totally black when I added the sphere to the scene... I have used spheres as backgrounds earlier and even of it´s no rocket science this one hits me hard though I can´t find any solution for this.
It sound's to me you did not turn off shadows on the sphere... I mean you are definitely doing something wrong, what exactly is hard to say though without seeing your scene...