Hi! I finally did some testing with Lavina, and my thoughts are:
- vrscene seems like a culprit. Somehow there should be an "update" button from 3ds max, so that the affected parts of the scene updates, while the rest is maintained as it is. Exporting a .vrscene and then importing in Lavina for a small project change seems backforward.
- Look at the attached images grass1 and grass2. Not a beauty scene, nontheless 2 is from max and 1 is the same scene in Lavina, using the same hdri for lighting. Not 100% comparable, but the Forest Pro-grass in Lavina seems too dark. I haven't researched this further, but found it strange.
- Basically a lot of the functionality that Twinmotion has, but in particulary:
1) dynamic atmosphere, cloud and sun system, with different cloud types, density and height
2) animated 3d scanned people with poses
3) the mentioned update link
4) export/build to hmd's like oculus quest
More thoughts:
I see this as an extended render program. Like mentioned in this forum, Lavina would probably be too heavy if all vray functions would be implemented. But render passes, nice intuitive animation functionality.
In my dreams, I'm building the scenes in 3ds max, export the project to Lavina for setting up renderings with quick feedback on dof, camera angles, lens effects, and so on, and hits the update button if something in my host scene has changed.
Or even better:
I am not sure why you don't want this to be a competitor to vray. I think you should implement Lavina into vray, and then just make it possible to turn on features if their workstation allows to.
Then you can, in the very same 3dsmax vray setup, just by changing the render mode, take the scene from the "building" process to the render process - instead of forcing people to export to a static scene that must be imported. That is not the way it should be done in 2020. Vray will eventually have to get to this Lavina stage to survive anyway.
Just my two cents.
As Twinmotion is also coming with realtime raytracing this year, they seem like a bigger competitor for you in the archviz field than vray itself. And that's a community you'd like to keep, I suppose?
- What are the developers and strategists at chaos' thoughts about the potential for Lavina? Where are you aiming it, and what does the roadmap look like?
Would you rather leave it just as a viewer, then I believe you have lost the game. It needs some functionality that eventually (very quick I suppose) will overlap vray.
And since Vray is already a big name, it seems for me like a better take on this to implement it into Vray.
But otherwise it's easy to forget that it's realtime raytracing. Good work.
- vrscene seems like a culprit. Somehow there should be an "update" button from 3ds max, so that the affected parts of the scene updates, while the rest is maintained as it is. Exporting a .vrscene and then importing in Lavina for a small project change seems backforward.
- Look at the attached images grass1 and grass2. Not a beauty scene, nontheless 2 is from max and 1 is the same scene in Lavina, using the same hdri for lighting. Not 100% comparable, but the Forest Pro-grass in Lavina seems too dark. I haven't researched this further, but found it strange.
- Basically a lot of the functionality that Twinmotion has, but in particulary:
1) dynamic atmosphere, cloud and sun system, with different cloud types, density and height
2) animated 3d scanned people with poses
3) the mentioned update link
4) export/build to hmd's like oculus quest
More thoughts:
I see this as an extended render program. Like mentioned in this forum, Lavina would probably be too heavy if all vray functions would be implemented. But render passes, nice intuitive animation functionality.
In my dreams, I'm building the scenes in 3ds max, export the project to Lavina for setting up renderings with quick feedback on dof, camera angles, lens effects, and so on, and hits the update button if something in my host scene has changed.
Or even better:
I am not sure why you don't want this to be a competitor to vray. I think you should implement Lavina into vray, and then just make it possible to turn on features if their workstation allows to.
Then you can, in the very same 3dsmax vray setup, just by changing the render mode, take the scene from the "building" process to the render process - instead of forcing people to export to a static scene that must be imported. That is not the way it should be done in 2020. Vray will eventually have to get to this Lavina stage to survive anyway.
Just my two cents.
As Twinmotion is also coming with realtime raytracing this year, they seem like a bigger competitor for you in the archviz field than vray itself. And that's a community you'd like to keep, I suppose?
- What are the developers and strategists at chaos' thoughts about the potential for Lavina? Where are you aiming it, and what does the roadmap look like?
Would you rather leave it just as a viewer, then I believe you have lost the game. It needs some functionality that eventually (very quick I suppose) will overlap vray.
And since Vray is already a big name, it seems for me like a better take on this to implement it into Vray.
But otherwise it's easy to forget that it's realtime raytracing. Good work.
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