_kerkythea rendering system

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Kerkythea forum some misc tips and tricks Getting started in Kerkythea originally written for Kerkythea release 1.3.02. adapted for the new release called KT2007 ( version 1.41  ) With the new release of KT2007 Kim Frederik published an excellent pdf-tutorial find it here . I will adapt this step by step  tutorial to reflect t he new release. manandmouse Fire up Ker kythea... New in the interface: Textmenubar: Insert and Tools-menu, Rightwindowpane: Material Browser and Quick View  quick icons: select, rotate, pan, roll, zoom | reset, cycle, top, bottom, front, back, left, right |image, render  objects-list: (outliner) -3D-objects -lights -camera's sceneview window use either the folder -icon (quick-icon/-button) or File: Open to open a 3D-format.  Any texturemaps used in the scene should reside in that same folder .  "Kerky thea Rendering System tutorial01" http://members.home.nl/rouweler/K tut/K tutorial01.htm l 1 de 14 3/1/2010 21:39

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8/8/2019 _Kerkythea Rendering System..

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Kerkythea forum

some misc tips and tricks

Getting started in Kerkythea

originally written for Kerkythea release 1.3.02.adapted for 

the new release called KT2007 ( version 1.41 )

With the new release of KT2007 Kim Frederik published an excellent pdf-tutorial

find it here .

I will adapt this step by step tutorial to reflect the new release.

manandmouse

Fire up Kerkythea...

New in the interface:Textmenubar: Insert and Tools-menu,

Rightwindowpane: Material Browser and Quick View 

 

quick icons: select, rotate, pan, roll, zoom | reset, cycle, top, bottom, front, back, left, right|image, render 

 

objects-list:(outliner)

-3D-objects

-lights

-camera's

sceneview

window

use either the folder -icon (quick-icon/-button)

or File: Open

to open a 3D-format.  Any texturemaps used in the scene should reside in that same folder .

 

rkythea Rendering System tutorial01" http://members.home.nl/rouweler/K_tut/K_tutorial01.html

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use the File Filter:-arrow to choose the default KT  xml-format or other :

*.3ds or *.obj (both have some issues) or *.sia (=Silo)

quick buttons: select, rotate, pan, roll, zoom | reset, cycle, top, bottom, front, back, left, right | image, render 

 

circle of progress

-lights

-camera's 

After importing/opening: outliner and sceneview (closed MaterialQuickView-pane)

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next: push the Reset button

Now you can use the mouse-scrollwheel to move (zoom) in or out

of the current view

Next push the rotate-button

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Rotate as you like with the Left Mous Button (LMB)

The Right Mouse Button (RMB) always pans in every mode. Find a satisfactory Point Of View.

When you are satisfied it is time to add a camera. (now in the insertmenu )

accept or change the default name

In the outliner-list of objects on the left you find your camera

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LMB to select the camera RMB-click Go to View/Follow

In Active Cameraview you see the Sceneviewpane: a green dotted rectangle representing

thecameralimits . Also now a camerasymbol and a slider have appeared.

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I changed from camera to Frontview keyboard 5 

you see the camera is still selected (select or unselect any object bij doubleclicking it in the objectslist )

handles/arrows allow to translate (move and rotate) the selected (camera-)object,

and for camera's and light also the target.

But hit the Escape-button first to switch from rotation-mode to selection-mode if you want to

move the camera.

keyboard D centers the selected (camera)

Use mousewheelscroll to zoom

and RMB to pan/position the view so you can translate the camera

rkythea Rendering System tutorial01" http://members.home.nl/rouweler/K_tut/K_tutorial01.html

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Moving the camera

In topview (keyboard 1) it is clear the camera is positioned much too high.

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So move the camera by using the handles/arrows.

Use the cycle-button at anytime to go to cameraview(s)

Instead I choose to add a new camera after using RMB to move/pan.....

.

As my object came in flipped the groundgrid appears to the right.

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Go to Edit: Select All to rotate: use the ring(s) around the handle-/arrow(s).

More instructions on translating and scaling objects can be found in Clipi's tutorial 

for release 1.3.01

Find it at the tutorials-section at 

Kerkythea Home

GUI Tutorial by Clipi

This is a zipped tutorial (~5.8Mb) that shows the new GUI of release 1.3.01,

including object manipulation, light and camera setup, material editor,

basic render settings and many more. Requires Macromedia flash player.

Magnificent and a MUST for a starter. Thanks Claudio :)

Several other interesting tutorials are around there too!

So now a lightsource is needed.

As this is a outdoorscene only a sun is needed

Go to Menu:Settings: Sun and Sky....

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choose a location, date and time adjust it for G(M)T :

Next

choose a Sky Type ( I chose Physical Sky ) adjust Intensity and or Turbidity: Finish.

About sun and sky settings and turbidity find an interesting paper here

Next step is (test-)rendering:

I opened a renderwindow ( 4th button from the right )

pushed the renderbutton ( 3d button from the right )choose a camera(if you have got several or the current view,

a resolution and a rendersetting:

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the default choice ## custom settings ## 

will be the same as 01. Ray Tracing - Quick 

(as you have not as of yet changed anything in the rendersettings)

So try out: 05. GI-Quick

while raytracing is progressing try out a few of the tonemapping-options

adjusting the wheels you see immediate results

above is a render using setting 10. GI + Caustics - Medium

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and this a render with camera 2 is using setting 05. GI - Quick

The higher the number of the rendersettings

the more time the rendering will take.

Save the rendered image as often as you like with different tonemappingvariations,

under different names of course .

===========================

To get an idea of what you have done sofar in rendering:

Go to: WindowConsolelog

Click LMB in the log

Ctrl + A: selects al the text

Ctrl + C: copies it to the clipboard

Create a new text-document, open it

Ctrl + V: will paste the log text:

--------- KERKYTHEA RENDERING SYSTEM ------------------ Copyright (c) 2004-2006 ---------

INITIALIZING KERNEL (Version 1.3.02)This program uses Fox Toolkit, http://www.fox-toolkit.org/ - Copyright (C) 1997,2004 Jeroen van der Zijp. All Rights Reserved.This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details

(Version 3.8.0)Kernel: Setting active image handler to Free Image SupportKernel: Setting active environment to Octree EnvironmentKernel: Setting active modeller to XML Modeller Kernel: Setting active ray tracer to Standard Ray Tracer Kernel: Setting active direct light estimator to Refraction Enhanced

Warning: Active scene is nullOpening file "D:\3DExport\nsAllLuuv.obj"Kernel: Setting active modeller to XML Modeller Kernel: Setting active modeller to 3DS Modeller Kernel: Setting active modeller to OBJ Modeller Kernel: Setting active scene to Default SceneParsing obj file D:\3DExport\nsAllLuuv.objSuccessfully parsed file in 0 secondsBegining scene creationSuccessfully created scene in 1 secondsFinished in 1 seconds!Kernel: Setting active camera to Camera #1

Kernel: Setting active camera to Camera #2Building Octree : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (376 triangles, 305 nodes, 181 leaves)Final Gathering: Using secondary irradiance estimator Density EstimationDensity Estimation: Using 1.62269m detail in mesh generation.Photon Shooting : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (1 seconds)Building Meshes : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo|Final Gathering: Avoiding last level light sampling (secondary estimator direct lighting).Final Gathering: Unsupported caustics sampling by secondary estimator.Refraction Enhanced DL Estimator: Optimizing area light computation.Info: Cached 0 lightsRay Tracing : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (269 seconds)Final Gathering Statistics and InformationMax Gathering Depth : 2, Max Tracing Depth : 5Gathering Rays : 150, Interpolation Accuracy : 0.25Total Gatherings : 195987, Total Interpolations : 1114713Total Ray Tests : 40035007, Intersections found : 25090863Shadow Ray Tests : 0, Intersections found : 0Finished in 4 minutes and 31 seconds!Saving image D:\3DExport\nsAllLuuv_objcam2GIQecm.jpg ... succ ess

Building Octree : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (376 triangles, 305 nodes, 181 leaves)Warning: Active irradiance estimator is nullRefraction Enhanced DL Estimator: Optimizing area light computation.Info: Cached 0 lightsRay Tracing : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (0 seconds)Total Ray Tests : 60814, Intersections found : 47705Shadow Ray Tests : 0, Intersections found : 0

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Finished in 0 seconds!

Saving image D:\3DExport\nsAllLuuv_objcam1customecm.jpg ... successBuilding Octree : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (376 triangles, 305 nodes, 181 leaves)Warning: Active irradiance estimator is nullRefraction Enhanced DL Estimator: Optimizing area light computation.Info: Cached 0 lightsRay Tracing : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (0 seconds)Total Ray Tests : 60814, Intersections found : 47705Shadow Ray Tests : 0, Intersections found : 0Finished in 0 seconds!Building Octree : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (376 triangles, 305 nodes, 181 leaves)Final Gathering: Using secondary irradiance estimator Density EstimationDensity Estimation: Using 0.725689m detail in mesh generation.Photon Shooting : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo| (5 seconds)Building Meshes : |ooooooo|ooooooo|ooooooo|ooooooo|ooooooo|Final Gathering: Avoiding last level light sampling (secondary estimator direct lighting).Refraction Enhanced DL Estimator: Optimizing area light computation.Info: Cached 0 lightsRay Tracing : |ooooooo|ooooooo|ooooooo|ooo

finally save the scene

Here you can download the zipped xml-file used in this tutorial.

Several extended features are now available in the new release KT2007

more info: Kerkythea forum

Find some of my pages

main guests adventure projects worlds

no KT-renders for the moment though(but find a WIP here)

or a finished one here

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reworked 11 February 2007 

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