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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?