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scn from carlos

Posted: Sat Mar 02, 2019 8:05 am
by Keraressi Abdelkarim
k3 render.

i got some noise from D.reflection sun sky mybe due settings i didnt put it right in sun size.

glass ex.. just fresnel reflection basic surfaces . no shaders yet :wink:


hope you like it

Re: scn from carlos

Posted: Sat Mar 02, 2019 11:50 am
by Janusz Biela
Good scene.
This noise we will reduce soon. G. is busy with displacement (is ready) and new tone mappers right now.
I am not sure, but that noise is correct effect (!).... simple missing samples for this region and only VCM can help - we need photons also from other side (light sources) and average them (that's the VCM system when photons are shoot from both sides: camera and light sources)
We will back soon to this problem.

Re: scn from carlos

Posted: Tue Mar 05, 2019 7:10 pm
by artattak
Well done.
Directional light gives a lot of errors and noise, especially when combined with chromium.
I recommend turning off the direct light reflection and behind the window, give the lumi panel a strong luminosity.
Very much reduces noise and hot photons and gives you the same effect.
I recommend using the specular parameter works perfectly with lemami and gives great reflections.
Which greatly affects the overall effect.
Below the skin with the specular effect.

test speculat vs trace direct

Posted: Tue Mar 05, 2019 7:58 pm
by artattak
As you can see below, the trace direct light gives a lot of hot photons.
This can be bypassed by specular which is also visible from the lumi panels.

Re: scn from carlos

Posted: Tue Mar 05, 2019 8:08 pm
by artattak
Lumi panel imitating direct light reflection.
The same effect without errors hot photons

Re: scn from carlos

Posted: Wed Mar 06, 2019 3:49 am
by Keraressi Abdelkarim
hey petzr thank you for your feed back. i was really fun of speculaty and glossines since kray2 and janusz all time told me dont use it its old technology i didnt listen to hit i was still using them in kray2 and they give nice effect and result because that time we dont have glossines of reflection. so in k3 we have nice direct reflection it will be more usable and no noise whèn vcm come play. so until shaders come out we will use that option " seems looks like speculary and glossines" but it will work with real physics when u put something like map ex.. we need to wait.

i found when using specurlay and glossines in k3 it will give more longer time to ur initial render time. and you can use that effect is good but listen to janusz about that speculaty because when time come to get shaders for k3 that time we will get everything in k3.

but glossines à reflection is nice as tou give me feedback about i will see that in my next project.


p: glossines and specular it fake in 3d render because they tey to simulate real glossines of reflection .but in our world is reality it glossines of reflection. so we will get that glossines of reflection. i hope G. work already on that. already and bOom. :D