bath room

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Janusz Biela
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bath room

Post by Janusz Biela »

My old scene with New features:
- new blurr rapid engine (still in test)
- lumi poly as Area light (new feature, hiden from reflections and view)
- and perfect Kray tonemaping: LWF + blending (70% expo/30% gamma 1.6)

6 min time render HQ. (prev render : one pass, without AA and low blurr: 40 sec)
Render stright from Kray. Without lights inside. Only physky and lumi panels in windows.
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bath.png
brownie
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Re: bath room

Post by brownie »

I think I'm gonna stop all my pending rendering tests until i can get these new features. 8)
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Janusz Biela
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Re: bath room

Post by Janusz Biela »

brownie wrote:I think I'm gonna stop all my pending rendering tests until i can get these new features. 8)
You have everything!
just commands in tailer .....(becouse still in testing , so..without menu)
Will show it all monday.
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Janusz Biela
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Re: bath room

Post by Janusz Biela »

Setup new engine blurr
footer cmds: importancegammamultiplier 1.4;
http://www.kraytracing.com/forum/viewto ... 730#p10730

I thing 1.4 i the best. High value blurr just looks as high. for fast prev You can switch to 100/500

-------------------------------
New feature: hidden lumi poly
activate and setup (later will receive shader I think)
footer cmds: lwo2unseenbyrays_affectsgi 0;
Attachments
setup_lumi_panels.png
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larry_g1s
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Re: bath room

Post by larry_g1s »

Very cool, Johny. Thanks for keeping us updated on some of these new/beta features.
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brownie
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Re: bath room

Post by brownie »

About light planes :
-is it definitely a better option or just an alternative to areas?
-How do you deal with the fallof?
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Janusz Biela
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Re: bath room

Post by Janusz Biela »

brownie wrote:About light planes :
-is it definitely a better option or just an alternative to areas?
-How do you deal with the fallof?
I thing better now use Lumi Poly:
- soft GI shadows (not that ugly as from Area Lights) so renders is more "softly"
- fast renders
- without NOISE (this is the best)
- easy setup
- without fallow (maybe in future...) so without complicate control,
For me now: better use Lumi (I must back to old scenes and test...)
brownie
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Re: bath room

Post by brownie »

From my first tests :

-I agree with you for render speed
-Soft shadows are maybe ...too soft
-Don' hesitate to put crazy values in Brightness (over 1000%) to get bright scenes.
-I have the impression that I get more light leaks.

It would be cool if you could make a side by side comparison of some of your past renders.

I'd like to add an advice (and a request) : don't release Pro arch II without these new features because they're certainly a big part of the future of our beloved renderer.
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Janusz Biela
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Re: bath room

Post by Janusz Biela »

-Soft shadows are maybe ...too soft
This is depends from setup :) I f You use QMC You will recive silimar shadows as Area Light...so depends from FG setup in Kray: I sugest Oversampling...
-Don' hesitate to put crazy values in Brightness (over 1000%) to get bright scenes.
I used 500 % Lumi + maximum 6 Exposure in physky, IF is not enough light in room You must turn ON lamps....or put Power shader for Lumi

-I have the impression that I get more light leaks.
:D this is depends from setup GI! If You have good setup You don`t see it.
It would be cool if you could make a side by side comparison of some of your past renders.

I'd like to add an advice (and a request) : don't release Pro arch II without these new features because they're certainly a big part of the future of our beloved renderer.
Forum is for questions and answer...so ASK.
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khan973
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Re: bath room

Post by khan973 »

Johny_quick wrote: - without fallow (maybe in future...) so without complicate control,
For me now: better use Lumi (I must back to old scenes and test...)
It can be faked. You can set the surface with a gradient so it gives more light xhen it's close to the surface of the lumi poly and less when you're far.

^2 distance can be easy to make as well. You just have to divide the value by 2 for each step.
Captain Obvious
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Re: bath room

Post by Captain Obvious »

Luminous geometry ALWAYS has inverse square falloff, and you can't do anything about it unless you give the light a custom shader where the intensity varies based on the length of the incoming ray.
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Janusz Biela
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Re: bath room

Post by Janusz Biela »

Captain Obvious wrote:Luminous geometry ALWAYS has inverse square falloff, and you can't do anything about it unless you give the light a custom shader where the intensity varies based on the length of the incoming ray.

You can control it from Power Shader . For example Power 0.1 make stronger light effect near lumi poly.
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Re: bath room

Post by Captain Obvious »

Johny_quick wrote:You can control it from Power Shader . For example Power 0.1 make stronger light effect near lumi poly.
Which would then be a custom shader where the intensity varies based on the length of the incoming ray. :)
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