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cebas psd manager...i didnt think that worked with vray? does it..that would be handy
Yes psd-manager works with vray (of course the render elements related options do not, until we get those in vray). The mattes psd-manager creates are not antialiased because the vray G-buffer isn't antialised (multilayered). So this is the same quality as vray RPFs in Combustion. Maybe this will improve with vray 1.5 ??? If one needs antialised mattes it is still possible to render at a higher resolution (with GI, lights etc. turned off) and resample the psd in Photoshop. This is still much faster and easier than rendering one pass for each matte. The psd-manager 1.1 camera and point helper animation export works also with vray (After Effects).
ah...non antialiased...for the hassle of going around the houses a bit, we'll stick with our script based solution...rendering the passes after the script is a bit of a hassle but quicker it seems than the psd manager route...
thanks for the thought though, guess we'll hope for antialiased material id passes in vray 1.5
VRay 1.5 will support correct G-Buffer channels with the correct coverage values for all objects, including effects like antialiasing filters, DOF and motion blur. We will not support the standard 3dsmax render elements at this point; instead we are working on our own extended VRay-specific solution.
Will the GI algorithm improvements be included in the 1.5 release?
Yes, it will be included in the form of an additional GI method that can be used on its own, or as an addition to the irradiance map for computing secondary bounces. The idea is very similar to photon mapping, however many of the drawbacks of the photon map are avoided - the new method is easier to set up, doesn't produce dark corners, works with any lights, including skylight and non-physical lights, works with infinite light bounces, and is similar to the photon map in speed. I'll post more info/images soon...
Will the GI algorithm improvements be included in the 1.5 release?
Yes, it will be included in the form of an additional GI method that can be used on its own, or as an addition to the irradiance map for computing secondary bounces. The idea is very similar to photon mapping, however many of the drawbacks of the photon map are avoided - the new method is easier to set up, doesn't produce dark corners, works with any lights, including skylight and non-physical lights, works with infinite light bounces, and is similar to the photon map in speed. I'll post more info/images soon...
Best regards,
Vlado
Wow!!!
Now I know why we stayed all this time without updates...
It seems that it worths the wait more and more.
Hope to see those images soon...
Thanks again Vlado!
Joao.
Sounds like fun.. My only question is.. Whats the possiblity of either having it work with standard materials, or having some added Specular functionality in the VrayMaterial.. I'm loving the blurry reflections lately, but usually the time just isn't there to allow the use..
I'm not sure about standard materials yet (probably not), but I'll be separating the specular highlights of vray materials from the glossy reflections.
Excellent... thats 2 of my 3 main beefs with vray!
Third is more of a suggestion which is probably insane.. a way to control the AA on a region by region basis... either to have a grayscale camera map to highlight areas that could use more refined AA, or control on a per material/per object basis..
A Multipass helper so to speak, to highlight trouble areas without needing a secondary rendering pass..
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