Hey everyone,
I've been a long time mental ray user switching over to vray on maya because it is just so amazing at everything! There are a few things however that would make it so much more amazing!
We do a lot of car animations at my job, and one thing that has always plagued us is motion blur, which vray handles like a beast. However with a rotating wheel and the car zipping past a camera, you need to crank the geometry samples pretty high (4-6) for the wheels not to look horrible. The rest of the car however can get away with Geo Samples at 2 and still look great.
It would be great if there was a way to flag specific geo or groups of geo with a higher motion blur geometry sampling than others. That way we could just tell the wheels to render with values of 4 or 5 and not have to do it to the whole scene. Would this be possible?
The second thing is matte passes behind transparent objects. Currently, again with the car reference, say we have a headlight with a bunch of things behind that headlight cover, lights, bulbs, plastics, chrome, etc. When we go to make the multimatte RE passes, we can add material IDs to all that geo behind the glass cover, but when it writes out the file it will not recognize that headlight cover as being transparent, so all those mattes will be behind a black piece of geometry, so you cant make any adjustments. Same is true with the interior thru the glass. So would it be possible to flag specific geometries Primary Visibility off during certain passes, like a separate object id tagged into the render elements that allows you to specify which geometry to hide visibility on? or just take transparency into account while doing multimatte passes.
Also, we run a lot of configurators here, and sometimes we need 2 light setups for interior and exterior, would it be possible to allow you to flag geometry to use one light setup/environment overrides or another?
Also the extra tex render element is awesome, but would it be possible to selectively assign that only to certain geometry? Say for example we have 3 dashboards, one of them is leather, one is plastic and one is zebra fur (for example). Could we tell that shading group to override the primary applied shader (the leather) for the other two at render time without applying it to the whole scene. Zebra fur tires would be kinda silly. Of course we could use a mask to cut out the dash, but it wont be getting the bounce lighting contributions of the surrounding shaders anymore. So its kind of like the Material Select RE, but you could stuff a lot of materials into it that aren't necessarily applied to the object in the first render. This would be useful for rendering out the different material types on vehicles for example.
The fact is, we are amazed here by Vray, and we're on the verge of buying a lot of license, but these features would send us over the top! Thank you ChaosGroup for you're awesome product!
Josh Kohlmeier
I've been a long time mental ray user switching over to vray on maya because it is just so amazing at everything! There are a few things however that would make it so much more amazing!
We do a lot of car animations at my job, and one thing that has always plagued us is motion blur, which vray handles like a beast. However with a rotating wheel and the car zipping past a camera, you need to crank the geometry samples pretty high (4-6) for the wheels not to look horrible. The rest of the car however can get away with Geo Samples at 2 and still look great.
It would be great if there was a way to flag specific geo or groups of geo with a higher motion blur geometry sampling than others. That way we could just tell the wheels to render with values of 4 or 5 and not have to do it to the whole scene. Would this be possible?
The second thing is matte passes behind transparent objects. Currently, again with the car reference, say we have a headlight with a bunch of things behind that headlight cover, lights, bulbs, plastics, chrome, etc. When we go to make the multimatte RE passes, we can add material IDs to all that geo behind the glass cover, but when it writes out the file it will not recognize that headlight cover as being transparent, so all those mattes will be behind a black piece of geometry, so you cant make any adjustments. Same is true with the interior thru the glass. So would it be possible to flag specific geometries Primary Visibility off during certain passes, like a separate object id tagged into the render elements that allows you to specify which geometry to hide visibility on? or just take transparency into account while doing multimatte passes.
Also, we run a lot of configurators here, and sometimes we need 2 light setups for interior and exterior, would it be possible to allow you to flag geometry to use one light setup/environment overrides or another?
Also the extra tex render element is awesome, but would it be possible to selectively assign that only to certain geometry? Say for example we have 3 dashboards, one of them is leather, one is plastic and one is zebra fur (for example). Could we tell that shading group to override the primary applied shader (the leather) for the other two at render time without applying it to the whole scene. Zebra fur tires would be kinda silly. Of course we could use a mask to cut out the dash, but it wont be getting the bounce lighting contributions of the surrounding shaders anymore. So its kind of like the Material Select RE, but you could stuff a lot of materials into it that aren't necessarily applied to the object in the first render. This would be useful for rendering out the different material types on vehicles for example.
The fact is, we are amazed here by Vray, and we're on the verge of buying a lot of license, but these features would send us over the top! Thank you ChaosGroup for you're awesome product!
Josh Kohlmeier
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