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  • #31
    Yeah, it is a bit of a cheap parlor trick, but hey it looked good :P

    Who's got fR to tell us how it works?
    Eric Boer
    Dev

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    • #32
      Originally posted by RErender
      Yeah, it is a bit of a cheap parlor trick, but hey it looked good :P

      Who's got fR to tell us how it works?
      Ill find out tomorow when I get back up to work for testing. We have the FR demo up there from the max cd.

      If it wasnt using vertex color channel before, i bet its a curved controll of the fog multiplier with something to clamp the color at pink at its max without dropping off into black.

      And HEY, thanks again for all the help guys. I know i sound very negative at times, especialy earlier with all the " no" replies, but I realy do appreciate the help. I hope the Vray guys take a look at this and see my suggestion for the controlls, I just hope its not something that would take long to script in, or cause errors with the rest of Vray. I think it would be an invaluable tool to have some kind of volume curve and a clampable color so it doesnt turn black from the density.

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      • #33
        It could still be used effectively on other objects. How complex are the sculptures anyway?

        Well maybe someone can explain the fR method. Talk with y'all tomorrow

        --Jon

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        • #34
          Originally posted by Trapezium
          It could still be used effectively on other objects. How complex are the sculptures anyway?

          Well maybe someone can explain the fR method. Talk with y'all tomorrow

          --Jon
          Well think about how many different INFINITE forms there are? from liquid to geometric. Trying to paint all that with vertex colors is just insane. I think being able to adjust the fog a bit more is all it needs to do the effect perfectly.

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          • #35
            Yeah, I just figured out I had fR demo on my Max 7 CD, well hate to kill your dreams but it is two fr materials mixed together with...you guesed it... a gradient ramp (using the vertex color channel) :P

            Anyways, I agree it would be nice to have those controls on the fog, a curve and a bitmap would be nice.
            Eric Boer
            Dev

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            • #36
              Nice one RErender...
              Natty
              http://www.rendertime.co.uk

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              • #37
                DaftPunk. I get your point man (for like the fifth time), yes it would be nice to have full control over everything but some things may be just a little too complicated at this moment. AFAIK, fog is a pretty tricky thing. Notice we don't even have a channel to control this parameter. If I remember correctly, in the past, Vlado was saying that it would be easy to implement but too heavy on render time to be worth using.

                And Imagining every possible shape and form isn't realistic is it? I could just sit here and do that for the rest of my life I guess you don't have any specific forms in mind yet BTW, you can paint vertex colors very easily.

                From the VFX Gods article in Wired, STEFEN FANGMEIER:
                Inspiration:: The Pre-Raphaelite painters. "They captured the emotion of what we feel when we look at a scene," Fangmeier says. "CG does the same thing. You can't model every pore. You have to approximate, reduce complexity to create a visual illusion for a particular viewing angle."
                http://www.wired.com/wired/archive/1...ods&topic_set=

                --Jon

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                • #38
                  Im just obsessed with 3d realism is all. I spent all my time (2 months) " faking it" with omni lights and directional lights in my last 5 minute video to achive "faked' realism in architectural scenes... I realy dont want to do that again. it may render fast, but theres so many things about it that drove me nuts (specificly bad shadows from the array of omni's I used outside to cast fake GI). I can sort of do a hybrid version of what I did before with vray to get nicer, faster renders, but realism is what I strive for at this job. I guess Ill have to continue working with gradient masks. Thanks again.

                  Also, since Vray does raytracing and photon mapping, would we be able to assume maybe in the future there may be a super fast occlusion map available for it?

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                  • #39
                    Also, since Vray does raytracing and photon mapping, would we be able to assume maybe in the future there may be a super fast occlusion map available for it?
                    Yes, I think so, the early vray.exe standalone that was released did realtime occlusion
                    Eric Boer
                    Dev

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                    • #40
                      Originally posted by RErender
                      Also, since Vray does raytracing and photon mapping, would we be able to assume maybe in the future there may be a super fast occlusion map available for it?
                      Yes, I think so, the early vray.exe standalone that was released did realtime occlusion
                      ... realtime.. occlusion.. ya know, I saw some group developing actor-ai for movies using a realtime system that did that just to show help ground the "actor" to the scene better, I wonder if they were using vray in the mix...

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                      • #41
                        Also - Just trying to clear this up. Everyone got .12 and .10 freely, but I take it 1.46.13 is only for those who bought it? Or do they release it a week later for everyone else?

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                        • #42
                          Originally posted by DaftPunk
                          Also - Just trying to clear this up. Everyone got .12 and .10 freely, but I take it 1.46.13 is only for those who bought it? Or do they release it a week later for everyone else?

                          LOL.... great one!

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                          • #43
                            ... apparently you missunderstood.

                            The Demo/Free test versions of V-ray, that you download from vrayrender.com. I was able to download .10 and .12 no problem when they were put up, but .13 is supposedly up but not for demo/free beta users? ( I can only assume this because its still 1.46.12 on the site) SO, what Im asking is is it supposed to be up there for all or is it strictly for lisence holders? And is there a lag time between giving it to the lisence holders and putting it up for the free/demo download? Its a simple question, not a joke, wiseguy.

                            I can only assume from reading previous threads you are confusing me with a moron who asks about stolen software issues on the software providers own forum?( i saw the last thread in which someone was complaining about their -keygen- issues, im hoping you arent implying anything of that sort about my questioning )
                            As I said earlier, I am testing the demo and free/demo private use versions from the vray site to determine weither or not we should buy a lisence here at work for use in architectural rendering and animations.

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                            • #44
                              daftpunk, there is usually a lag between the latest version and the latest demo.
                              ____________________________________

                              "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                              • #45
                                Originally posted by percydaman
                                daftpunk, there is usually a lag between the latest version and the latest demo.
                                Thanks for the answer percy

                                Guess ill have to wait to see how things are fixed up. Im realy psyched to get V-ray for the company, but Ive still got to test more things out before I make a final decision and tell the boss to go ahead and get it. I still have to figure out the best way to do Illumination maps, and Im in the process of seeing how Lightmaps calculate out over a large area.

                                I guess I could ask this right now wile I work on this.

                                I know the illumination only processes the view presented and adds to it over an incremental time if you set it up that way, but does the lightmap or photonmap fill the entire scene, including whats not visible? or do you have to continuously add to those too?
                                *processing is slow here, so its a long wait to find out =/*

                                When testing against Mray, Vray blows through Refr/Refl maps like crazy. same when compared to scanline of course (still love that glass fog). Area shadows are faster, no need for raytrace or radiosity, gi is fast and very clean when using a lightmap and illumination. Ill probably end up at least buying the $300 version for myself if not the advanced version if I have the money for it soon. Although, I hear the new Mray for 7.5 is supposed to be fast as heck.. But I dont think 7.5 is going to be out in time for our first aniamtion job. I have realy high hopes for vray, especialy if they can work in occlusion maps and such into it so mray becomes 100% obsolete.

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