50 frames anim test kray 1.7b01
Posted: Sat Dec 23, 2006 3:38 pm
http://www.r-nyheim.com/stue.mov
kitchen test... need some advice about antialising...
kitchen test... need some advice about antialising...
Hey nice anim!RogerNyheim wrote:http://www.r-nyheim.com/stue.mov
kitchen test... need some advice about antialising...
Tnx for the tip... I'm going to render it in hdri at last, but i really need to fix this flickerring before i start colorcorrecting... I decreased my recurse to 6 now, got a lot more sterile color...Johny_quick wrote:Hey nice anim!RogerNyheim wrote:http://www.r-nyheim.com/stue.mov
kitchen test... need some advice about antialising...
Bad:
too dark and too bad colors....
Try this:
type in Tailer cmds:
recurse 10;postprocess desaturate,0.1;postprocess mult,(3,3,3);postprocess gamma,1;
recurse 10; - limied bounce lights to 10.
postprocess desaturate,0.1; - reduce colors (value 1 make grey renders, I use from 0.1 to 0.3)
postprocess mult,(3,3,3);postprocess gamma,1.0; - this is G-buffer Bright/Dark Multiplier - This function increse white colors (IMHO this is best function in Kray)
You must use Exponential whit PARAMETR and EXPOSURE= 1.0
postprocess gamma,1.0; - high value=dark renders (I use from 0.7 to 1.4)
I've looked at your renders... do you use DOF in kray or do you postprocess with Z-depht? and what kind of antialising do you use?RogerNyheim wrote:Tnx for the tip... I'm going to render it in hdri at last, but i really need to fix this flickerring before i start colorcorrecting... I decreased my recurse to 6 now, got a lot more sterile color...Johny_quick wrote:Hey nice anim!RogerNyheim wrote:http://www.r-nyheim.com/stue.mov
kitchen test... need some advice about antialising...
Bad:
too dark and too bad colors....
Try this:
type in Tailer cmds:
recurse 10;postprocess desaturate,0.1;postprocess mult,(3,3,3);postprocess gamma,1;
recurse 10; - limied bounce lights to 10.
postprocess desaturate,0.1; - reduce colors (value 1 make grey renders, I use from 0.1 to 0.3)
postprocess mult,(3,3,3);postprocess gamma,1.0; - this is G-buffer Bright/Dark Multiplier - This function increse white colors (IMHO this is best function in Kray)
You must use Exponential whit PARAMETR and EXPOSURE= 1.0
postprocess gamma,1.0; - high value=dark renders (I use from 0.7 to 1.4)
Just love this Rendrer NOWJohny_quick wrote:I use only Z-buffer (this is perfect!)
AA use in Kray:
Preset - MEDIUM.
Sharpnes and Dof add on Photoshop.
look:
yep I rendered with with GI shared, but I have stopped the render and changed my AA settings 3 times trying to get the vertical flickering away...jure wrote:Hey Roger! Nice work you have there. What AA settings are you using now? I would recomend you rotated Grid 3, maybe 4. Other settings look up in my tutorial. Upsample leave at 0. If AA misses thin lines turn it up to 1 or 2. If it still misses lines you can go try FSAA. Upsample will try to detect edges by rendering in higher resolution so this only works for geometry (not for textures or similar).
Also I see some flickering. Did you render your animation with GI file and "Both" selected?
jure wrote:Have you chacked this brief explanation? http://www.kraytracing.com/forum/viewto ... 39cf7a6d8d
Anyways here's a short info:
You have 3 AA modes Grid, Quasi and Random. Random isn't much of a use since it's slow.
Grid is very good but it might be a little slower than quasi. Grid divides every AA pixel into gridsize^2 subpixels. So grid 3 = 9 for every pixel.
In Quasi you can set number of rays each AA sample will fire. Works similar to FG with min ray, max rays and threshold.
The custom settings:
first line is basic edge detection. It will search for difference between pixel brightness and if the pixel is outside the tolerance it will mark it for AA.
second line is edge detection that works on geometry only. This will mark all edges that it finds for AA even if the edges are not acctualy seen (example you won't see black poly on black background but this edge detection will catch it anyways)
thicknes expands pixels marked for AA to neighbouring pixels.
overburn helps getting rid of bad AA when you have very bright polys (lumi > 100%)
Hope this helps somewhat...
no I did'nt... There's a lot of reflective surfaces in this scene...jure wrote:Cool! Looks great so far! That metal holder for bottles is a bit too noisy. Did u use reflection blurring on it?