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  • #46
    Originally posted by jacksc02 View Post
    Karba, how well does speedlight work with animated lights/GI?
    You can't animate light form and scale.

    Test GI. LC+IrrMap
    sorry for my English

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    • #47
      I was meaning the intensity.
      Do the optimisations you have made cause issues with single frame GI?
      Chris Jackson
      Shiftmedia
      www.shiftmedia.sydney

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      • #48
        Originally posted by jacksc02 View Post
        I was meaning the intensity.
        Do the optimisations you have made cause issues with single frame GI?
        Optimisation just allow to calculate Direct Light faster. It doesn't affect GI algorithm.
        You can animate intensity.
        sorry for my English

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        • #49
          Next question is...

          How to store info about shadow for RawShadow channel?

          function eval(...) of VRenderLight returns just single color value. Where can I pass shadow value?
          sorry for my English

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          • #50
            Problem was solved.
            I used brdf->eval(...) incorrectly.
            sorry for my English

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            • #51
              Ok, good to know

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #52
                Is any way to get maximum value of BRDFSampler and corresponding ray direction for this maximum?
                Last edited by Karba; 13-06-2010, 03:22 AM.
                sorry for my English

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                • #53
                  You can call BRDFSampler::getLightMult() and BRDFSampler::getDiffuseColor() to get the general reflectance of the BRDF. However this will not give you any indication as to its maximum value or direction (in general the BRDF may have more than 1 maximum, or at least several peaks in different places; it is also not clear how you can get this information for layered materials).

                  However, for many BRDFs you can assume that the maximum is along the direction of the pure reflection from the surface - so you can simply evaluate the BRDF in that direction to get that maximum.

                  Best regards,
                  Vlado
                  Last edited by vlado; 13-06-2010, 04:39 AM.
                  I only act like I know everything, Rogers.

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                  • #54
                    Thank you for answer. I thought about calculation of reflection direction.
                    Finally It would be best to get set of random directions with density correspond to brdf intensity for given directions.
                    sorry for my English

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                    • #55
                      In principle you can use the getNewContext()/setupContext() methods of BRDFSampler for this purpose, however in SP5 they are not implemented for VRayMtl.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

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                      • #56
                        I have a progress with glossy optimization.
                        sorry for my English

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                        • #57
                          Very nice

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

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                          • #58
                            sorry for my English

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                            • #59
                              Amazing stuff!! ...and amazing progess. Congrats!
                              www.thirdseventh.com

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                              • #60
                                How long does the regular V-Ray mesh light render them for (when using GI)?

                                Best regards,
                                Vlado
                                I only act like I know everything, Rogers.

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