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  • #46
    Originally posted by "andrius'
    Quote:
    Nope. But the dynamic raycaster (like most things in VRay) was developed outside of Max; this will make it easier to add it to the standalone version too.



    So you are confirming that there WILL BE a stand alone version?????
    doesnt sound like he's confirming anything, just stating that they are smart enough to consider the possibility while working on the current incarnation of the app.[/quote]

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    • #47
      gah. stupid quote button. whatever. you know what i mean.

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      • #48
        Vlado and Peter. you are simply amazing. This is kickass stuff.
        Alejandro Gonzalez
        alejandro.gonzalez@zerofractal.com
        Zerofractal - Visual Communications
        New Website! www.zerofractal.com

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        • #49
          common guys who's going to use raytracing in Prman??
          definitely not me! you can do amazing things using shadow maps -
          deep-shadows - ambient oclusion ....thake translucency - thake GI
          using special shaders...write shaders...

          I would rather use Prman and fake everything than struggle with max
          when using vray...couse i have to animate-use the dynamics and shade everything inside max - that is not what i like doing... and the lack of passes it's a big minus...the rpf structure isn't good enough

          And mental is slow when it comes to rendering a big amount of polygons
          - and raytracing although fast raytracing it isn't useable when working with gi and final gathering...doesn't match vray... maybe some companies can use that having a renderfarm....have you ever try using mental's motion blur???

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          • #50
            common guys who's going to use raytracing in Prman??
            definitely not me! you can do amazing things using shadow maps -
            deep-shadows - ambient oclusion ....thake translucency - thake GI
            using special shaders...write shaders...
            Heh...actually raytracing in PRMan doesn't that much spreaded around just because it's _slow_. Very slow. In 11.5 Pixar promises some speed-up, will see....
            Personally i'd like to use PRMan's raytracing _and_ MB/DOF. But it's becomes really slow when tracing something. The only salvation is massive netrender with small bucket sizes.

            Vray for now is a renderer of my dream, except one thing - it's for 3dsmax. And i hate 3dsmax.

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            • #51
              Originally posted by Mudvin
              common guys who's going to use raytracing in Prman??
              definitely not me! you can do amazing things using shadow maps -
              deep-shadows - ambient oclusion ....thake translucency - thake GI
              using special shaders...write shaders...
              Heh...actually raytracing in PRMan doesn't that much spreaded around just because it's _slow_. Very slow. In 11.5 Pixar promises some speed-up, will see....
              Personally i'd like to use PRMan's raytracing _and_ MB/DOF. But it's becomes really slow when tracing something. The only salvation is massive netrender with small bucket sizes.

              Vray for now is a renderer of my dream, except one thing - it's for 3dsmax. And i hate 3dsmax.
              btw... ambient occlusion in prman uses raytracing... and yes it is very slow... VERY slow...

              as for 11.5 even if it is 50% faster (what they may consider significantly faster) is not fast enough... it would need to be 10x to 100x faster to be on par with vray (in terms of raytracing speed), and true multi-threading would also take it out of the stone age.

              As far as shader writing in Vray, it already exists in the SDK, I have no idea what it would take to make more like a RIB... and less like C++...

              AKA more like prman shader writing and less like mentalray shader writing.

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              • #52
                Thanks for the insight cpnichols, I was wondering why nobody ever shows off fancy PRMan images that make use of the raytracing feature. I never saw it in "action" but I already heard that its damn slow.

                And I agree with you guys, even MentalRay is slow when it comes to DOF GI or motion blur. I can live with the speed of the rest of its features, especially the new displacement is very good and friggin fast.

                My dream configuration would be XSI with Vray, or even Maya with Vray for christs sake (although I hate Maya´s interface and approach to certain things as much as I hate Max´s lack of stability and halfhartedly programmed tools). The day Chaos announces Vray for any of the two packages I gonna throw Max outa da windo.
                Stefan Kubicek
                www.keyvis.at

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                • #53
                  Originally posted by stefan
                  And I agree with you guys, even MentalRay is slow when it comes to DOF GI or motion blur. I can live with the speed of the rest of its features, especially the new displacement is very good and friggin fast.
                  motion blur is critical to film. better yet, 3d motion blur... plus it has to match the grain of the film for integration. This is a huge advantage for prman. Just like there seems to be very little impact in vary when you turn on GI, there seems to be very little impact on prman, in terms of ram or rendering time, plus it looks great. Just like you never render in vray without GI, you never render in prman without MB.

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                  • #54
                    Wow..exciting developments for version 1.1
                    These new features combined with the use of Normal maps will change the way we sculpt digital models.

                    I can only whole-hearted second the tighter integration of VRay with 3ds max along the same lines as XSI and MR.
                    However, this is probably impossible as it would require discreet to be open and co-operative with a third party developer (unlikely based on how it treats its users), and perhaps also because 3ds max has so much legacy code that it may be too difficult to achieve.

                    It still amazes me to see what a small company like Chaos can achieve, while the big coporates continue to flog off half-baked features as essential upgrades (ie max 5/6).
                    sigpic

                    Vu Nguyen
                    -------------------------
                    www.loftanimation.com.au

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                    • #55
                      wellsaid Vu

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                      • #56
                        Thanks for the insight cpnichols, I was wondering why nobody ever shows off fancy PRMan images that make use of the raytracing feature. I never saw it in "action" but I already heard that its damn slow.
                        I can post some, but i don't sure is they are allowed here(on this board, in this thread).

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                        • #57
                          Probably not in this thread, their announcement has been Hijacked enough I think :P

                          But you could post some in take 5 without any trouble, I for one would love to see them. something other than a major motion picture or Homer with a Beer can would be nice.
                          Eric Boer
                          Dev

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                          • #58
                            http://joss.starnet.ru/articles/comm...dbury.0100.jpg
                            raytraced in prman.
                            No timings, since it was created 3-4 months ago, just remember that it was rendered quite fast on 4 dual Xeon 2.4 machines with hyperthreading on, id est ~8 real cpus, 16 hyperthreaded, render time was something like 2-3 minutes.

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