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Kerkythea Rendering System • View topic - Kerkythea PreRelease v1.3.05 Public Beta 1
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Kerkythea PreRelease v1.3.05 Public Beta 1

Moderator: ModeratorGroup

<<

giannis

Site Admin

Posts: 4627

Joined: Mon Jul 04, 2005 9:59 am

Location: Athens, Greece

Post Sun Aug 13, 2006 1:55 pm

Kerkythea PreRelease v1.3.05 Public Beta 1

hi everybody,

Last weeks, the development was mainly focused on better antialiasing
with KT. We all see these jagged edges that can even destroy a render
remaining after many hours waiting the renderer to finish.

Thus, we came with yet another AA option (i called it "Production AA"). It
sounds really big (!) and although it's not adaptive, it does automatically
edge antialiasing and applies Gaussian or Mitchell-Netravali filtering.
Besides that, i've made some "critical" changes in the render engine.

Here are the beta versions:

Windows Version:


Linux Version:


Here is a list of the "biggest" changes:
* Change in intersection code to avoid light leaks in BiPT.
* Change in mesh detail auto estimation for avoiding huge memory demands.
* Added mixed OpenGL rendering & highlight selection options (useful for
changing bitmap properties or selecting in a high-poly scene).
* Models can now be sorted or subdivided (Charles-Loop subdivision).
* Added "Production" antialiasing (you can change the filter from
Advanced Settings > Ray Tracers > Standard Ray Tracer > Antialiasing
Filter: there are two of the form "Gauss sigma" or "Mitchell-Netravali B C")
* Corrections in tone mapping, bump mapping, scaling & area computation.
* Corrected importing of grayscale (8-bit) images.

We certainly need your help in testing the new release :!:
I will probably add the animation tool as many users have asked...
(and probably the new release will be then called 1.4.01 :wink:)

greetings,
giannis
<<

gksl4

KT-Senior

Posts: 88

Joined: Tue Feb 07, 2006 8:13 pm

Location: Athens,Greece

Post Sun Aug 13, 2006 2:49 pm

First impression

I used Production AA in Vals Thermal Baths Model and high values in global illumination and that's the result



Less than 10 min :D
Last edited by gksl4 on Mon Aug 14, 2006 6:38 pm, edited 1 time in total.
<<

gksl4

KT-Senior

Posts: 88

Joined: Tue Feb 07, 2006 8:13 pm

Location: Athens,Greece

Post Sun Aug 13, 2006 3:00 pm

Bug?

In addition , in Material Editor, bump mapping changing strength has no effect :?

Am I missing something?
<<

patricks

KT-Team
KT-Team

Posts: 3209

Joined: Mon Nov 14, 2005 2:39 am

Location: Palma de Mallorca / Spain

Post Sun Aug 13, 2006 4:15 pm

Re: Bug?

<<

Dan

KT-GrandMaster

Posts: 1022

Joined: Sat Dec 31, 2005 9:05 am

Location: Ploiesti, Romania

Post Sun Aug 13, 2006 4:47 pm

<<

giannis

Site Admin

Posts: 4627

Joined: Mon Jul 04, 2005 9:59 am

Location: Athens, Greece

Post Sun Aug 13, 2006 7:59 pm

Re: Bug?

<<

gksl4

KT-Senior

Posts: 88

Joined: Tue Feb 07, 2006 8:13 pm

Location: Athens,Greece

Post Sun Aug 13, 2006 8:26 pm

<<

afecelis

KT-Team
KT-Team

Posts: 874

Joined: Tue Apr 04, 2006 2:17 am

Location: Colombia

Post Mon Aug 14, 2006 3:53 am

<<

gksl4

KT-Senior

Posts: 88

Joined: Tue Feb 07, 2006 8:13 pm

Location: Athens,Greece

Post Mon Aug 14, 2006 10:08 am

<<

Dan

KT-GrandMaster

Posts: 1022

Joined: Sat Dec 31, 2005 9:05 am

Location: Ploiesti, Romania

Post Mon Aug 14, 2006 12:52 pm

<<

Indigo

Posts: 16

Joined: Sat Jul 15, 2006 11:11 am

Location: Near the border

Post Thu Aug 17, 2006 11:36 am

Hello all

Thanks for the new version of KT.
I had a quick play with this public beta. I noticed something weird with procedural textures. I wonder if this checker should look like this:




Here is the same cube rendered with Kerk 1.3.04:



There seems to be a small ammount of artifacts at the right corner, but less than in the first image.

Any thoughts?

cheers

EDIT: Oops, I'm sorry posting this here. It should have gone to the bug list forum (assuming this is a bug?)
<<

giannis

Site Admin

Posts: 4627

Joined: Mon Jul 04, 2005 9:59 am

Location: Athens, Greece

Post Thu Aug 17, 2006 12:07 pm

can you send me the scene to jpantaATsoftlab.ntua.gr ??
many thanks,
giannis
<<

clipi

KT-Team
KT-Team

Posts: 1458

Joined: Tue Jul 05, 2005 9:36 pm

Post Thu Aug 17, 2006 2:01 pm

I reacreate the box but did not see any problem with the procedural




What version are you using?
<<

giannis

Site Admin

Posts: 4627

Joined: Mon Jul 04, 2005 9:59 am

Location: Athens, Greece

Post Thu Aug 17, 2006 2:07 pm

My guess is that it's not a bug (as crazy as it may seem),
but caused to float inaccuracies because the box faces are near
the discontinuity of the procedural. Because the checker pattern
is discontinuous (for example, in x=0.00001 you are black but in
x=-0.00001 you are white) and because of float number inaccuracies
(which you can't avoid no matter how many digits precision you use)
you just get random black/white dots in the render.

Still, i want to check the scene to verify my thinking. In such a case,
the only fix is to perturb slightly the cube in one, two or three dimensions.

greetings,
giannis
<<

tungee

Posts: 24

Joined: Mon Mar 13, 2006 8:23 am

Location: Giessen Germany

Post Mon Aug 21, 2006 8:24 pm

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