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  • #46
    I just want to say thanks to Peter and Vlado. I think that the direction that they are taking to develop their software is going to benefit us all a great deal in the long run. I know that it's inevitable that we should all want the features that work for us individually in our day to day lives but as i said these guys are going in the right direction for the biggest benefit...for them as well as us. So...again...i say thanks guys and i look forward to the new versions/features.
    -----Dwayne D. Ellis-----

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    • #47
      One of the things to keep in mind is that relative newness of vray and how small the team really is compared to Pixar, Cebas, mental Images and others.
      The fact is Vray is faster in many ways than the other and does as good a job as the other in many ways. Of course there are things to improve, but let's keep in mind that unlike Cebas in particular, Vlado has been very open about the new developements and has shared them as the product developed with out making users wait or pay extra. For the low cost of Vray I would suggest most folks have gotten exellent value. I personally have copies of Final render 0 and radio Ray sitting around doing nothing....
      Are things perfect, of course not. Are things perfect else where, no, and renderman and Mental Ray nodes are many many times the price, so lets try and keep things in perspective...
      Two heads are better than one ...
      ....but some head is better than none.....

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      • #48
        Originally posted by vlado
        Well, the way in which VRay handles geometry is overall a lot cleaner now; some problems with mirrored and/or instanced objects have been solved, motion blur for non-moving geometry is faster; you will get simple fur...
        Sounds great to me! I'm especially glad the mirrored geometry problems are gone. One (maybe stupid) question, but what is motion blur for non-moving geometry?

        Cheers,

        Metin
        Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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        • #49
          Originally posted by Metin_7
          Originally posted by vlado
          Well, the way in which VRay handles geometry is overall a lot cleaner now; some problems with mirrored and/or instanced objects have been solved, motion blur for non-moving geometry is faster; you will get simple fur...
          Sounds great to me! I'm especially glad the mirrored geometry problems are gone. One (maybe stupid) question, but what is motion blur for non-moving geometry?

          Cheers,

          Metin
          That brings me to another question as well. Currently polygon objects make some troubles, basically because of smoothing. I know that is somehow Max related, but still a nasty problem. You can test that by simple doing a chamfer box and GI. Well Any improvements here? better transalation or so?

          robert
          I'm registed believe me! Just miss that logo.

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          • #50
            Metin: Sounds great to me! I'm especially glad the mirrored geometry problems are gone. One (maybe stupid) question, but what is motion blur for non-moving geometry?
            Moving the camera
            Torgeir Holm | www.netronfilm.com

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            • #51
              Very good one Robert. You can also easily test this by creating a shape, adding a Bevel modifier with rounded bevels (turning on smooth across levels) and adding a Smooth modifier with auto smooth turned on on top of the bevel modifier. You'll see that the reflections tend to bend away, like the smoothing fools the reflection engine that the straight sides are rounded or something like that.

              Cheers,

              Metin
              Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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              • #52
                This is just how phong shading etc. works. The surface normal at any given point is calculated by interpolating the normals of the surrounding vertices. Think of it as applying a meshsmooth modifier, but in renderer.

                The best way to avoid it is to model things more precisely.
                Torgeir Holm | www.netronfilm.com

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                • #53
                  Originally posted by egz
                  Metin: Sounds great to me! I'm especially glad the mirrored geometry problems are gone. One (maybe stupid) question, but what is motion blur for non-moving geometry?
                  Moving the camera
                  Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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                  • #54
                    Originally posted by Metin_7
                    Originally posted by egz
                    This is just how phong shading etc. works. The surface normal at any given point is calculated by interpolating the normals of the surrounding vertices. Think of it as applying a meshsmooth modifier, but in renderer.

                    The best way to avoid it is to model things more precisely.
                    Ok, thanks for the explanation. Maybe one day I'll know about 1 percent Vlado knows.
                    Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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                    • #55
                      What the flying is wrong with those quotes all of a sudden?
                      Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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                      • #56
                        It seems like "quote=person" doesn't work lately... we'll have to check this out more carefully these days.

                        Best regards,
                        Vlado
                        I only act like I know everything, Rogers.

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                        • #57
                          besides. it seems like we lost sight of the topic here

                          ---------------------------------------------------
                          MSN addresses are not for newbies or warez users to contact the pros and bug them with
                          stupid questions the forum can answer.

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                          • #58
                            Originally posted by egz
                            This is just how phong shading etc. works. The surface normal at any given point is calculated by interpolating the normals of the surrounding vertices. Think of it as applying a meshsmooth modifier, but in renderer.

                            The best way to avoid it is to model things more precisely.
                            Well your answer is not correct. Best way to avoid this is using a subdivied modifier. But in my example I had 50 white sofas in a room. You know they all have chamferd edges. Everything looked fine when I rendered my small size preview. But then on the finall 3000px width image I had these black triangles (almost black) on the edges of each sofa. It looked like a trash park! I remember the shocking morning where well.

                            Well, I think that this a hard thing to fix, because of smoothing in general. Maybe if smoothing of irradiance map could be little more clever. Don't know. Till then it's nothing more then wish.

                            regards,

                            robert
                            I'm registed believe me! Just miss that logo.

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                            • #59
                              Robert I think what you are seeing is another problem, because egz is 100% right, sadly, max got some very bad shading.

                              /Thomas
                              www.suurland.com
                              www.cg-source.com
                              www.hdri-locations.com

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                              • #60
                                But is there no workaround possible, like a "Smoothed geometry reflection correction" checkbox in the VRay render dialog? The option could maybe force the reflection engine to check the polygon angles of the geometry and not be fooled by the smoothing groups?

                                Just a thought from a non-programmer.

                                Cheers,

                                Metin
                                Sevensheaven.nl — design | illustration | visualization | cartoons | animation

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