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michaliszissiou

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Reply with quote  #1 
Used the transparent option, QMC preset, podium sky.
1. I prefer the mask method because I need the sky colour to overlay clouds.
2. Cast-shadows are still wrong. They don't follow smoothing. Organic forms like cars furniture etc wont look OK. This is a major problem.
3. Podium still writes in tmp folder. But textures and script directories exist in plugins dir already. Is it so difficult to fix this? A minor problem of course. 
4. light slider is not working as it should. Again I have to edit the exterior presets.
5. Less desaturation is needed in QMC but not a problem. 

A DOF map export is more important than this transparent one. 
I'm posting the skp zip file if you want to test it. 
Feel free to use these rocks for background if you like them. 

Attached Images
jpeg rocksPv2Beta0_50.jpg (206.11 KB, 291 views)

 
Attached Files
zip rocksTestMichalis.skp.zip (2.32 MB, 30 views)

olishea

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Reply with quote  #2 
thanks for posting.....water looks amazing. care to share tex/bump? or have you already? nice texturing, wish I could do that!
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davew

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Reply with quote  #3 

The textures/ scripts sub folders will get fixed in the next build.  Thanks for pointing that out.

michaliszissiou

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Reply with quote  #4 
Quote:
or have you already?
com on now, you can use it as a background too. But these are UV mapped textures. 
@davew 
the cast-shadows problem is a major one. I insist. Its about the angle of smoothing. If I'll increase mesh density it will be OK. But again who needs this? V1 renders smoothing right. This doesn't mean that it looks better. 
bigstick

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Reply with quote  #5 
Michalis, this will be determined by the presets. I suspect in this section:-

//Quality
var __LLthrsh, 0.002;/linear light threshold
var __LLRmin, 1;/linear lights min rays
var __LLRmax, 4;/linear lights max rays
var __ALthrsh, 0.002;/area light threshold
var __ALRmin, 1;/area lights min rays
var __ALRmax, 4;/area lights max rays

var __LumThrsh, 0.01;/luminosity threshold        
var __Rmin, 10;/min rays
var __Rmax, 60;/max rays

I'll have to ask Jure about the detail. This section controls the accuracy of lights. The lines above (I have removed some from the section) control the number of rays, and the thresholds that determine whether more rays need to be fired. If the thresholds are reduced, the renderer will fire more rays up to the maximum. 

In the meantime, try increasing luminosity rmin and rmax to 20 and 60 respectively.

You could also try reducing the thresholds to 0.001, and increasing rays min to 2.

This is advanced stuff. Almost no-one changes these settings, even on the Kray forum.

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michaliszissiou

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Reply with quote  #6 
Thanks jim, I'll try it.
Meanwhile I'm writing from the island of fourni (greece). No electric power all day but its OK. I'm on vacations at last. I'm charging batteries, not with electric power of course. 
Internet is everywhere... 
Update: 
Quote:
In the meantime, try increasing luminosity rmin and rmax to 20 and 60 respectively.
where is this? I missed something? I mean all other (red) parameters have exactly these values in QMC already. 
bigstick

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Reply with quote  #7 
Lines 60-73 on the 0.50_exterior_QMC preset.

Actually I suspect you will need your own customised presets for the kind of work you do. No problem though, between us we can work out something that meets your high standards

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Jure

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Reply with quote  #8 
Quote:
Originally Posted by michaliszissiou
Quote:
or have you already?
com on now, you can use it as a background too. But these are UV mapped textures. 
@davew 
the cast-shadows problem is a major one. I insist. Its about the angle of smoothing. If I'll increase mesh density it will be OK. But again who needs this? V1 renders smoothing right. This doesn't mean that it looks better. 


Try adding this line to your presets:

accurateshadows 0;
edson

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Reply with quote  #9 
Quote:
Originally Posted by bigstick
Lines 60-73 on the 0.50_exterior_QMC preset.


what about this preset? did it ship with .50? the latest presets I have in my presets dialogue are from .46.

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michaliszissiou

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Reply with quote  #10 
Quote:
what about this preset? did it ship with .50? the latest presets I have in my presets dialogue are from .46.
Good point edson

accurateshadows 0; did nothing, or I'm missing something again. But what has changed is to get this weird blur effect. where did this came from? 
Anyway thanks, I posted the skp, you can try, please don't change sun position and angle of camera

bigstick

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Reply with quote  #11 
Sorry, Jure and I were discussing this earlier just after my last post. 

accurateshadows 0;

is the default behaviour. It ought to be 

accurateshadows 1;

The values 0 and 1 are like a binary switch.

Sorry!  

Jure told me that the accurateshadows line makes Kray calculate shadow rays for smoothed polygons. Because poly smoothing is a fake way of adding detail, this will increase the risk of shadow leaks when it is enabled.

If presets are modified with a new build, for example to implement new features or control, I produce a new preset with the current version in the title.

Thus the 0.50 presets should have been released with build 0.50.

This also enables you to render with the same presets you have always done, so if I break something, you can still get the results you always have with the same preset. As long as the Kray core code doesn't change...

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edson

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Reply with quote  #12 
Quote:
Originally Posted by bigstick
Thus the 0.50 presets should have been released with build 0.50.

This also enables you to render with the same presets you have always done, so if I break something, you can still get the results you always have with the same preset. As long as the Kray core code doesn't change...

what now? are you going to post the 0.50 presets or will they come with the next release?

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edson mahfuz
architect | porto alegre, brasil | http://www.mahfuz.arq.br

If you do not believe that less is more, anyone can get you more for more, but it takes genius to get you more for less.
michaliszissiou

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Reply with quote  #13 
Sorry! I'm afraid its my fault too . These rocks count 10k faces. 40-100k faces is better.  Rocks are a very difficult subject to model, some simple shapes will never be convincing. 
Here some tests using the old v1.7x (noisy preset) just to show the problem. Using a dark background shows what's wrong.
Its SU smoothing , never happens in apps like modo, blender, zbrush, 3dC. 
BTW [accurateshadows 1] didn't help much. 

Attached Images
jpeg 20100825005637_2m15s.jpg (158.68 KB, 27 views)
jpeg 20100825011140_2m9s.jpg (128.67 KB, 40 views)

bigstick

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Reply with quote  #14 
Edson, better to wait for 0.51 presets. I have made a couple of little modifications.
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olishea

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Reply with quote  #15 
Quote:
Originally Posted by michaliszissiou
Quote:
or have you already?
com on now, you can use it as a background too. But these are UV mapped textures. 
@davew 
the cast-shadows problem is a major one. I insist. Its about the angle of smoothing. If I'll increase mesh density it will be OK. But again who needs this? V1 renders smoothing right. This doesn't mean that it looks better. 

I was talking about sharing the water texture, not the rocks texture. Your response confused me! 

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