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.
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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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Originally posted by vladoWell, 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...
Cheers,
MetinSevensheaven.nl — design | illustration | visualization | cartoons | animation
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Originally posted by Metin_7Originally posted by vladoWell, 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...
Cheers,
Metin
robertI'm registed believe me! Just miss that logo.
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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?Torgeir Holm | www.netronfilm.com
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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,
MetinSevensheaven.nl — design | illustration | visualization | cartoons | animation
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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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Originally posted by egzMetin: 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?Sevensheaven.nl — design | illustration | visualization | cartoons | animation
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Originally posted by Metin_7Originally posted by egzThis 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.Sevensheaven.nl — design | illustration | visualization | cartoons | animation
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What the flyingis wrong with those quotes all of a sudden?
Sevensheaven.nl — design | illustration | visualization | cartoons | animation
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Originally posted by egzThis 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, 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,
robertI'm registed believe me! Just miss that logo.
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Robert I think what you are seeing is another problem, because egz is 100% right, sadly, max got some very bad shading.
/Thomas
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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,
MetinSevensheaven.nl — design | illustration | visualization | cartoons | animation
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