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RT GPU: Procedurals in Bump Slot

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  • #16
    ha.. thats the first time its ever been explained to me properly, the reason why bump mapping has "quirks" in max.. is this still the case when using the vrayhdri loader? i guess so, although i have noticed a nicer bump result from a vrayhdri in the past.. thought it was my imagination.


    so, anyway, to get a slower but more accurate result, similar to maya, i should use color2bump between my map and the material? (sorry blatant thread hijack)

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    • #17
      I found color2bump really doesn't work good on RT, straight bump is better but still gives pretty wrong results.

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      • #18
        Originally posted by super gnu View Post
        so, anyway, to get a slower but more accurate result, similar to maya, i should use color2bump between my map and the material? (sorry blatant thread hijack)
        You could do that, yes... but it will be a tad slower.

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

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        • #19
          Hi Vlado,

          Just curios here...when the V-Ray Material editor came out I remember seeing Max and Maya map working in it, are these Tex maps Vray created maps? could we have these in the maps outside of the V-Ray Material editor and use those in the Max standard material editor?

          I remember asking you about the TexCloth map and and you said you could get us that as a standard map outside the vray material editor but that was a few years ago and it has not made it to yet.

          Could we use Vray maps oppose to the max one one if V-ray has it own procedural? I'm guessing that's what those Tex maps are in the V-Ray Material editor. but that me just speculating

          Click image for larger version

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          "I have not failed. I've just found 10,000 ways that won't work."
          Thomas A. Edison

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          • #20
            Originally posted by eyepiz View Post
            are these Tex maps Vray created maps?
            Yes they are procedural V-Ray Maps.

            Originally posted by eyepiz View Post
            could we have these in the maps outside of the V-Ray Material editor and use those in the Max standard material editor?
            As for now no, they could be used only in V-Ray Material Editor. They could be ported to 3ds Max material editor as Vlado mentioned but I guess that this is a bit down on the to do list.
            As a last resort there is always an option to bake texture to a regular bitmaps.
            Svetlozar Draganov | Senior Manager 3D Support | contact us
            Chaos & Enscape & Cylindo are now one!

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            • #21
              Actually I've been thinking of exposing some of the V-Ray maps, in particular the Noise and Cellular textures since our implementations have some advantages over the 3ds Max ones. Looking the same in the regular V-Ray, V-Ray RT and V-Ray RT GPU is nice of course, but they are also somewhat faster and produce more accurate bump mapping.

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

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              • #22
                Originally posted by vlado View Post
                Actually I've been thinking of exposing some of the V-Ray maps, in particular the Noise and Cellular textures since our implementations have some advantages over the 3ds Max ones. Looking the same in the regular V-Ray, V-Ray RT and V-Ray RT GPU is nice of course, but they are also somewhat faster and produce more accurate bump mapping.

                Best regards,
                Vlado
                That would even better than then get the Max maps working on GPU. I always prefer to use use Vray maps/shaders i.e, Vrayblend, VrayNormal ect..

                I hope this happens.

                Thanks!

                -E
                "I have not failed. I've just found 10,000 ways that won't work."
                Thomas A. Edison

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                • #23
                  Ah haaa,
                  Yes sure, I'd much prefer to use vray's maps if they work everywhere and are even better (speed, settings, look, etc)

                  Would this be something hard to implement? If you metion "expose" I'm just guessing it wouldn't be

                  Stan
                  3LP Team

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                  • #24
                    That would be nice!
                    A few things would be missing for the noise though, especially the fractal and turbulence modes, as well as the low and high threshold. And a function to distort the noise with another map. If these are put in, it's superior to any other maps like bercon out there, and it would look the same across platforms.
                    https://www.behance.net/Oliver_Kossatz

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                    • #25
                      Originally posted by kosso_olli View Post
                      A few things would be missing for the noise though, especially the fractal and turbulence modes, as well as the low and high threshold.
                      Why would they be missing?

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

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                      • #26
                        Well, I could not find any corresponding features in the TexNoise of the VrMat Editor. I tried the parameters, but I couldn't really get anything like fractal, for example.

                        Click image for larger version

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                        • #27
                          Originally posted by kosso_olli View Post
                          Well, I could not find any corresponding features in the TexNoise of the VrMat Editor. I tried the parameters, but I couldn't really get anything like fractal, for example.
                          That's a different noise texture We have a bunch of noise textures in the SDK; we have one that corresponds to the Max noise (we use it for V-Ray RT) and it has all that stuff (minus the distortion, but that could be done).

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

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                          • #28
                            Originally posted by vlado View Post
                            That's a different noise texture We have a bunch of noise textures in the SDK; we have one that corresponds to the Max noise (we use it for V-Ray RT) and it has all that stuff (minus the distortion, but that could be done).

                            Best regards,
                            Vlado
                            Okay, that is great news! Looking forward to it! Didn't know there was more.
                            https://www.behance.net/Oliver_Kossatz

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                            • #29
                              Vlado has always a little something he hides from everyone under his elbow, and then TADAAA

                              Would be a real benefit to have all those maps exposed in max to have a seamless integration of those procedural maps across all the render platforms

                              Stan
                              3LP Team

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                              • #30
                                Today I tried to convince the Cream guys that RT-GPU was better than Octane, then I realised it supports zero procedurals
                                It hurts
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