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Kerkythea Rendering System • View topic - Modifed version of SU2KT 2.21
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Modifed version of SU2KT 2.21

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notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Sun May 20, 2007 12:35 pm

Attachments
su2ktNO.zip
Modifed version of SU2KT 2.21
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notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Sun May 20, 2007 9:26 pm

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su2ktNO-test.jpg
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patricks

KT-Team
KT-Team

Posts: 3209

Joined: Mon Nov 14, 2005 2:39 am

Location: Palma de Mallorca / Spain

Post Sun May 20, 2007 10:30 pm

Hi notareal

i think it looks good .... but there are some things to keep in mind .
First you have used the plastic material and the most rouge / blurry one .
There is one small problem and i dont know if Giannis can "fix" it , it has to do with when the material is more blurry , the reflection seems to be less strong and therefore you have to compensate in the Layer weight for the diffuse color a bit ( which you have don correctly) but the problem right now is that you have to eyeball it and there is nor "rule " to know if the compensation is correct or to muche :roll:
The best way would be if Giannis could calculate the apparent energy loos and so automatically adjust the Procedural Fresnel for the Diffuse color .
Another thing is that you have applied the material to all objects in your scene ( at least it looks so to me ) and normally you could use just a simple diffuse color without specular layer for alot of materials ( like diffuse walls and also for the grass when using a bitmap)

The basic plastic Library is just for plastic ( IOR = 1.46) and we would need to make a special one for wood ( maybe this one could also work for wood ) and other material like you suggested :wink:

All in all i think that this system can work very well ( fandango :lol: )

Another important thing is that SU2KT needs to be able to calculate the sun intensity like KT dos when using physical sky , otherwise the whole system will not work correct ( or that good) .... making the sun intensity = 3.00 for all situations is not the solution ..... maybe people should just reassign the sun and location once they open their models in KT before rendering ....

i think i have find a bug in the last KT beta .... procedural Fresnel seems to be broken when using blurry specular reflection with Layered materials .... need to make more test
Greetings Patrick
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notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Sun May 20, 2007 11:08 pm

Did forgot to say, rendering was done with KT2007. Here is same with B4, unfortunately did forgot to stop it at same time. This is after 2 hours render of MLT.

Same layered material was used with all except thin glass in windows.
Attachments
B4-su2ktNO-test.jpg
B4, Su2KT NO test
B4-su2ktNO-test.jpg (184.82 KiB) Viewed 1553 times

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