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  • #16
    anisotropy?

    opacity map?

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    • #17
      Originally posted by saudade View Post
      wow!...this is a good news for me (us)

      and in 2011 Kepler gpus will be 2,7 times faster...incredible...the curve is faster than the cpu performance increments...

      Dont trust everything Nvidia say. They were late around 6 months with their FERMI, which wasn't as fast as it should be in 1st place. I hope we will see new GPU from Nvidia by the end of 2012 thats at least 1.5 faster than GTX 480...
      Last edited by Dariusz Makowski (Dadal); 24-09-2010, 03:59 AM.
      CGI - Freelancer - Available for work

      www.dariuszmakowski.com - come and look

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      • #18
        how to create credible refract/reflect caustics? how to create the disco mirror ball effect?

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        • #19
          please add:

          hsl space parameters for the color correct plugin

          thanks

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          • #20
            does the cpu texture size resample all the textures to the same value?

            for example if in the scene I have a texture of 128x128 pixel the "cpu texture size" parameter resample it to 512x512?

            is it possible to define different resolutions for each texture to maximize the use of the gpu's memory?

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            • #21
              Originally posted by saudade View Post
              opacity map?
              Opacity works already, although some options from the Bitmap texture (alpha from intensity and such) do not yet work.

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

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              • #22
                Originally posted by saudade View Post
                does the cpu texture size resample all the textures to the same value?
                At present, yes.

                is it possible to define different resolutions for each texture to maximize the use of the gpu's memory?
                In general, yes, although it might be somewhat slower.

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

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                • #23
                  please add:

                  alpha channel

                  32 bit render

                  Thanks!

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                  • #24
                    V-Ray RT already renders full 32-bit floating point internally; problem is that the 3ds Max ActiveShade buffer is 16-bit. Will have to check if there is a way to change it.

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

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                    • #25
                      Originally posted by vlado View Post
                      V-Ray RT already renders full 32-bit floating point internally; problem is that the 3ds Max ActiveShade buffer is 16-bit. Will have to check if there is a way to change it.

                      Best regards,
                      Vlado
                      Could you save the image without using the Max frame buffer?

                      is it possible to execute the render without Max?

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                      • #26
                        I want to use Vray RT GPU (when will be final) as production render. I donno if iray can save alpha or 32 bit images but I hope that Vray GPU will do it

                        at the moment the most important feature that lacks is the vray blend material and the falloff shader, all my materials are blended......I use the color corrector plugin too, but not only the gamma value
                        I donno if the color correction native max shader is supported in all parameters.
                        Btw noise+tile+gradient are the most useful max shaders

                        I have an idea....why don't you develop new shaders specific for Vray and Vray RT or a most powerful all included vray material shader? I would like to use new tools.

                        Best regards.

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                        • #27
                          +1 falloff
                          +1 blend materials

                          we do automotive renderings and we can't live without these

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                          • #28
                            is ambient occlusion listed outside the (GI) rollout now in vray2.0? sorry if this has already been addressed

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                            • #29
                              In the gpu? no, not yet. However some of the other wishes are there now.

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

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                              • #30
                                oh doh! i appoligize - I didnt realize I was in the gpu beta forum. i meant in production>Indirect Illumination. my bad

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