First off, I haven't seen a roadmap for the software, so apologies if some of this is planned or already in place and I am missing something. Also, I am beyond impressed with the software thus far, having ironed out some bugs from my workflow I am finding it very easy to use and can see a serious future in it.
I come from a background using VRay and Corona at a production level for the last 15 years and assisting design teams with Enscape for the last 5 or so. I accept not everything is possible, nor needed, given Envision is intended to be an intermediary workflow, so here are some thoughts to date.
I come from a background using VRay and Corona at a production level for the last 15 years and assisting design teams with Enscape for the last 5 or so. I accept not everything is possible, nor needed, given Envision is intended to be an intermediary workflow, so here are some thoughts to date.
- "Visible to camera/visible in reflections etc" check box for things like lights, but also geometry. I suspect most max+corona users would need this.
- Render passes for materials, alpha etc. Keep it simple to start with like Enscape's approach
- When duplicating cameras and environments, having the option to make them copies rather than instances would be sensible - current approach of default to instance is quite annoying. I would love to know how to "de-instance" cams/environments too...
- The animation workflow is fairly janky so far. Look to how Unreal functions with a sequencer and movie render queue. Having to render all cameras out as a single piece is strange. Appreciate the frame range option, but a preferable approach would be a list of scenes (see suggestion below regarding scene mangement)
- The Cosmos material library seems to default to at least 4k textures. Given that the software is GPU-bound, it would make sense to allow users the option of a variety of resolutions, similar to Megascans Bridge does/did
- Scattering is pretty great already, but a few changes could improve it massively. When using a spline, rather than at regular spacing, having an option to place objects at control points. Being able to edit placement at a sub-object level, which could be controlled by variations would be epic too. TBH - just a forest pack "lite" would be the go
- Being able to import Forest Packs would be amazing.
- Environment fog
- Decals
- UV randomiser
- Projector lights and animated textures
- Scene management - take a look at what Pulze are doing in 3dsmax with scene manager. Could be as simple as having an extra tab next to variations/environment/cameras that allows us to create "sets" of these we can use to control scenes. Further to this would be output size/resolution/samples, similar to your render setup but controlled on a per-scene basis
- Cloud rendering, or being able to send shots off to a local farm (assuming a farm has GPUs) would be handy
- From a rendering perspective, rather than just crashing when it runs out of vram, simply stopping the image with a warning. Further, look to Enscape's implementation of DLSS to support high resolution rendering (this might already be in place)