Can we get it with colour variation controls and randomization parameters, and the ability to load multiple bitmaps into the same node, extremely similar to the multitexture map from CG-Source, just with all the bitmap entries visible, pluged into the input slot of the map. (Won't be backwards compatible though since older versions of max don't have the slate editor).
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V-Ray 2.0: VRayHDRI vs Bitmap texture and the bitmap pager
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sorry, but can anyone clarify (?):
it sounds like this technique will lower the "overhead" time of loading the scene for rendering, but not actually the process of rendering the image - is that correct? for example, if a frame takes 3 hours to render using max native bitmaps, can i expect a 60% reduction time in rendering that frame?
sounds too good to be true....
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Im a bit confused. So with the bitmap pager "off" does it still render slower then with vray hdr?Dmitry Vinnik
Silhouette Images Inc.
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So is it jpg on both test or once its jpg and once hdr?AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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Originally posted by vlado View PostIf you were wondering why VRayHDRI now allows you to load other image file formats like JPG, PNG etc, here is a part of the explanation.
Below is a scene that was rendered on a dual Intel Xeon 5660 machine (2x6 physical cores; 24 logical cores). I rendered it once with the standard 3ds Max Bitmap texture. Then I rendered it again with the textures converted to VRayHDRI (but without converting the files to tiled OpenEXR files - just using the original bitmap files).
Can you find the differences
Best regards,
Vlado
[EDIT] After some more tests, the slowdown for the Bitmap texture appears to be caused by the bitmap pager being enabled (which it is by default).
Just a quick question about this. I read on the area that people have a massiv slow down in viewport performance regardless their videocards (ATI or nvidia / gaming or workstation card) on dual 6-core system and the lastest max. the last sp1 and hotfixes etc didnt help...
Could you experience the same on your system? If not i would be really curious about your config your config?
thank you very much Vlado.
best,
markusMBA Studios | 3D Images & Visual Effects
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Originally posted by Markus View PostJust a quick question about this. I read on the area that people have a massiv slow down in viewport performance regardless their videocards (ATI or nvidia / gaming or workstation card) on dual 6-core system and the lastest max. the last sp1 and hotfixes etc didnt help...
Could you experience the same on your system? If not i would be really curious about your config your config?
It appears to be more of a general issue with the 3ds Max user interface when using DX, rather than viewport graphics as such. For example, just clicking the viewport zoom or pan button causes a stall of several seconds even though nothing in the viewports has changed yet. Again, no issues with OpenGL...
Best regards,
VladoLast edited by vlado; 13-12-2010, 06:09 AM.I only act like I know everything, Rogers.
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Iam experiencing something similar at work. Not have 6-core machine, but have two GTX 295 graphics card and 4-core procesor with multithreading. I try to switch to openGL.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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I was watching EGZ Vray 2.0 training video and decided to try out the tiled exr conversion on my current job. Original RAM usage was 3.6 GB and it rendered in 4:40 min. After using the converter it rendered in 5:50 min, took 7GB of RAM, and basically jammed my entire system by sucking up a ton of page file as well. Aside from that, the render came out differently as some textures were significantly darker once converted.
I was anticipating at very least a match on render time, but shouldn't things have gone the other way?
b
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Originally posted by simmsimaging View PostI was watching EGZ Vray 2.0 training video and decided to try out the tiled exr conversion on my current job. Original RAM usage was 3.6 GB and it rendered in 4:40 min. After using the converter it rendered in 5:50 min, took 7GB of RAM, and basically jammed my entire system by sucking up a ton of page file as well. Aside from that, the render came out differently as some textures were significantly darker once converted.
I was anticipating at very least a match on render time, but shouldn't things have gone the other way?
b
Best regards,
VladoI only act like I know everything, Rogers.
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Brett,
Have you tried enabling/disabling the "page large files to disk" option in the asset tracker?
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I thought this bypassed the bitmap pager issue? Turning it off did not seem to make any difference.
as an aside: it would be great if the converter utility checked to see if any bitmaps already existed as a .exr instead of re-converting and overwriting them. It could save time going into older scenes and various iterations of them.
b
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I'm testing this at the moment as we have a particularily heavy scene with lots of big texture files and it's killing our server trying to load them all at pre-load, all the machines are hitting their page-file limit and a 2minute render is taking 42 minutes to load first!
I'll let you know my results Brett...Maxscript made easy....
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