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  • Vray Car paint?

    Is the V-Ray car paint material compatible with the latest build of RT and 3dsmax 2011-64bit?
    Cheers,
    -dave
    ■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■

  • #2
    It will work only with the CPU version. GPU understands only VRayMtl, Multi/Sub-object and VRayLightMtl materials.

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

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    • #3
      Yea I just saw the other post, thanks Vlado. Any ETA on when this might be implemented in to the GPU version?

      thanks again,

      -dave
      Cheers,
      -dave
      ■ ASUS ROG STRIX X399-E - 1950X ■ ASUS ROG STRIX X399-E - 2990WX ■ ASUS PRIME X399 - 2990WX ■ GIGABYTE AORUS X399 - 2990WX ■ ASUS Maximus Extreme XI with i9-9900k ■

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      • #4
        Is there plans to implement the full set of vray functionality into the GPU renderer eg proxies, carpaint, blendmats as it seems a bit pointless without them.

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        • #5
          Be careful where you use the word "pointless". If the idea was to use GPU rendering solely instead of the normal production renderer, then it would have been a completely separate upgrade. The RT and the production renderer are for _different_ uses.

          RT - is amazing for lighting and incredibly useful for supported material types. RT is fast, much faster than your usual production render even when RT takes 30s to produce a good result.

          on the other hand

          Production - is amazing for production quality work with precision controls for your render, the downside is, it's slower...


          These two products are not synonymous and treating them as such is unfair to both...

          -Colin
          Colin Senner

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          • #6
            Well said, Colin.

            With all the hype flying around the industry, I think it's very important to remember that RT will mostly be used (for the time being anyway) as a fast way to set up scenes, design and check on GI, lighting and shadows, design and develop materials, reflections, refractions, and composition without having to wait for a complete rendering to do so. Let's face it - most of us spend more time doing test-renderings than anything else, and RT is just the thing we need to move all that along at a much faster pace.

            That being said, I wonder if there couldn't be some sort of pre-render "baking" of certain materials that currently slow RT down, namely things like composites, blends, and operations that create topology at rendering time like displacement mapping. You'd run it once, create and cache a (texture or topology) file that the renderer can find later, and simply use it for subsequent RT renderings. Vlado, if you're out there, would this be possible?

            -Alan

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            • #7
              Thanks Alan. I spend 95% of my time doing test renders and 5% doing final renders (possibly even more) and I'm sure everyone else in the industry is the same. Let's remember, while material support is lacking a bit, that being able to use them for their specific purpose of testing light and materials quickly and efficiently is a god send. Most of my materials are VRayMtl's in my scene (another 95%) and a few that I have to tweak with the production render is happily spent because of all the time I have already saved.
              Colin Senner

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              • #8
                >>Thanks Alan. I spend 95% of my time doing test renders and 5% doing final renders (possibly even more) and I'm sure everyone else in the industry is the same.<<

                Yup, same here...

                -Alan
                Last edited by Alan Iglesias; 04-01-2011, 05:53 PM.

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