Saying hi (again) and o first wish

Finally finally finally, after having been on the beta a while back (ages as it feels :stuck_out_tongue: ) we did buy a set of licenses finally, so here i am back in business and ready to go all particular :stuck_out_tongue:

After installing and playing with some premade flows i created knowing that the lics should arrive soon (and beeing in production already of course :ugeek: ) i realised a strange
difference in vfb brightness and the final output files. It seems that Krakatoa is not respecting Gamma/LUT settings (or the max vfb is double correcting ? without real krakatoa
experienced it’s hard to tell wich is correct).

As we work in linear workflow using VRay usually any input on this issue would be very welcome. For now i’ll add a warning to the GUI macro i guess, but it would be very
appreacieted if anyone had any more insightful input on that issue…more to come soon…rest assured :stuck_out_tongue:

Regards,
Thorsten

A propos more to come :stuck_out_tongue:

I am looking into creating custom “Renderelements” like velocity and alike. Now it seems pretty straightforward to me
to extend the Color by speed example to reflect particle’s velocity. What i would want tho would be screenspace velocity.
Before diving into the depths of PFlow and its MXS interface i’d like to ask if that’s really possible at all ?

I GUESS i would have to take the particle’s position + its speed and mangle it through the current view’s matrix.

so in short i’d like to know if this is possible at all and if i am on the right track before diving into it for hours.

Regards,
Thorsten

Absolutely possible.

I did a shot where I did a custom control of the specular/diffuse function. Box#3 made it quite simple. In your case you don’t need the light, just the camera, the particle position, and the particle speed.

As to the brightness, why not just render out linear float? Krakatoa is EXTREMELY picky when it comes to lighting and shadow, and changes in particle density can have a huge effect on those. Best to render linear float and correct it in post.

  • Chad

Well from VRay we do render to linear float. I was wondering if krakatoa does linear float if Gamma/LUT is set to 2.2 ?

It uses the MaxVFB tho and the Max VFB automatically gamma-corrects if Gamma/LUT is turned on. So i dont see
what i am rendering. Am pretty sure i got something set up wrong hence i asked.

Thanks a lot for the input on velocity, so am ready to dive in :slight_smile:

Regards,
Thorsten

Having thought a little about the first question (while not having started working on it) an additional question arose.

How would i make sure that a correct absolute float value is used when the density is changing them so much. Is there
any way at all ? i assume i’d render without lighting and shadows, but the density alone changes the brightness a lot
and would hence act as a multiplier. On a sidenote i was wondering if multiplying the speed vector with the current
view transform matrix wouldnt give screenspace speed ? or am i off there ?

Regards,
Thorsten

Krakatoa does linear float. It’s something we tested a lot in the beta, and use all the time. There’s no setting for it, it’s the default. I wouldn’t worry about the vfb much, we never use the renders straight out of Krakatoa, and we’re always checking values with the eyedropper.

If you render with very high density, and with nearest neighbor sampling, and without lighting, you will see the the per particle colors, but that’s assuming you’re mapping the particles to voxels 1:1. Not sure how useful that would be. Better to have “correct” colors and “correct” density and “correct” lighting and then you’ll get “correct” renders. Krakatoa can only handle the last 2, not the first 2, so you’d be on your own for that.

  • Chad