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				Seen by radiosity but unseen by rays
				Posted: Thu Feb 11, 2010 7:57 pm
				by bgoreta1
				How can I make an object be seen by radiosity calculations ( luminous polys ) but then make them unvisible to rays in the final render stage ?
			 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Thu Feb 11, 2010 9:47 pm
				by khan973
				In the footer, type that command:
lwo2unseenbyrays_affectsgi 0;
And check your unseen by rays and unseen by camera if needed on your object
			 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Fri Feb 12, 2010 8:31 am
				by Janusz Biela
				This is what I use non-stop in interiors 

 Lumi Poly in windows as Rapid light.
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Fri Feb 12, 2010 5:04 pm
				by geo_n
				Johny_quick wrote:This is what I use non-stop in interiors 

 Lumi Poly in windows as Rapid light.
 
Ah so that lumi polys won't be seen in reflection, etc but still emit light? 
How much luminousity do you put in lumipoly in windows? I haven't tried lumipolys because they give too light shadows.
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Fri Feb 12, 2010 6:18 pm
				by Janusz Biela
				geo_n wrote:Johny_quick wrote:This is what I use non-stop in interiors 

 Lumi Poly in windows as Rapid light.
 
Ah so that lumi polys won't be seen in reflection, etc but still emit light? 
How much luminousity do you put in lumipoly in windows? I haven't tried lumipolys because they give too light shadows.
 
If You have too light shadows this mean bad tonemaping.
try: 600% blue before windows inside room, thats all.
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Tue Feb 16, 2010 4:42 pm
				by geo_n
				Johny_quick wrote:geo_n wrote:Johny_quick wrote:This is what I use non-stop in interiors 

 Lumi Poly in windows as Rapid light.
 
Ah so that lumi polys won't be seen in reflection, etc but still emit light? 
How much luminousity do you put in lumipoly in windows? I haven't tried lumipolys because they give too light shadows.
 
If You have too light shadows this mean bad tonemaping.
try: 600% blue before windows inside room, thats all.
 
ah I tried lumipolys when there was no lwf in kray so no tonemapping either.  
 
 
Whats a good tonemapping value for lumi lights at 600%?
kray panel power .6 
toneblend gamma and exponential what ratio?
I'm getting ok results with gamma 1.6, exp 1.6 blend 70%
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Tue Feb 16, 2010 5:12 pm
				by Janusz Biela
				My best with one update: Exponential parametr biger then 3.5....
http://www.kraytracing.com/forum/downlo ... &mode=view 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Sun Apr 04, 2010 4:54 am
				by geo_n
				Had to dig this up. Trying to test out lumi polys. This should be on by default and not a tailer command. So that when people click unseen its automatic  

 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Sun Apr 04, 2010 12:59 pm
				by jure
				geo_n wrote:Had to dig this up. Trying to test out lumi polys. This should be on by default and not a tailer command. So that when people click unseen its automatic  

 
It's not on by default because that behaviour is not compatible with LW.
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Sun Apr 04, 2010 2:43 pm
				by brownie
				Some of the recent implemented functions really need to have their own button, but I'm sure it's on the top of the todo list.
			 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Sun Apr 04, 2010 4:30 pm
				by geo_n
				jure wrote:geo_n wrote:Had to dig this up. Trying to test out lumi polys. This should be on by default and not a tailer command. So that when people click unseen its automatic  

 
It's not on by default because that behaviour is not compatible with LW.
 
Compatible in what way? Doesn't it mimic  in lw where you have a lumi poly (or any object,mesh) in the scene and only want it to emit light so you turn off unseen by camera so its invisible? Or does it also remove the object from reflections like an actual arealight? That I think lw can't do to polys/objects without completely being unseen by rays.
In anycase what kind of bug would it cause if the command is turned on automatic if we click unseen by camera for that poly?
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Sun Apr 04, 2010 10:03 pm
				by jure
				geo_n wrote:
Compatible in what way? Doesn't it mimic  in lw where you have a lumi poly (or any object,mesh) in the scene and only want it to emit light so you turn off unseen by camera so its invisible? Or does it also remove the object from reflections like an actual arealight? That I think lw can't do to polys/objects without completely being unseen by rays.
In anycase what kind of bug would it cause if the command is turned on automatic if we click unseen by camera for that poly?
Compatible to LW behaviour how it renders "unseen by camera" and "unseen by reflection" flags.
In LightWave when you use "unseen by camera" the object is only removed from direct rays visibility. It will still show in reflections/refractions. So if you want to get rid of the object completely then you need to turn on "unseen by rays" too. But that creates a problem because "unseen by rays" object will not be seen by any rays - even global illumination one.
This command overrides this problem by making objects visible to global illumination but still invisible to other rays.
Making this behavior default is very easy but it's not compatible to LW  behavior and it may confuse some users, so we left it off by default. Perhaps we will add a button to the GUI to turn on this command instead.
 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Mon Apr 05, 2010 5:39 am
				by geo_n
				Ah I suspected that would be  the case. So I guess a button for that would be the ideal way to do it.  

 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Tue Apr 06, 2010 7:01 am
				by geo_n
				So I just tried using lumi polys. What a difference in quality and rendertime. 
And also I think theres a serious problem with arealights in kray. I'm betting light leaks and extreme render time almost double that didn't exist in ob8 to rc4. I rerendered an old scene and rendertimes double. I will try lumipoly on that scene.
			 
			
					
				Re: Seen by radiosity but unseen by rays
				Posted: Tue Apr 06, 2010 11:05 am
				by jure
				geo_n wrote:So I just tried using lumi polys. What a difference in quality and rendertime. 
And also I think theres a serious problem with arealights in kray. I'm betting light leaks and extreme render time almost double that didn't exist in ob8 to rc4. I rerendered an old scene and rendertimes double. I will try lumipoly on that scene.
OK, please send me the scene if you find something...