I voted for materials, but can I include atmospherics and render effects (glows and flares) under that heading too?
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Originally posted by RErenderI voted for materials, but can I include atmospherics and render effects (glows and flares) under that heading too?Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by studioDIMOriginally posted by instinctmake that a proper Worley implementation using a schematic editor like helium to combine them in a nodeview :P
I voted for shaders as well, and second entirely Chris' view.
Lele
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Voted for more lighttypes (actually need only mesh one ) , coz there's no actualy mesh vraylight. Only VrayMtl... dah... you already know that. I think it's much simplier to make this mesh light type. After that - per object/material sampling (IMHO not too complicated task). Then of course more shader flexibiliyI just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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more shaders has my vote for sure, but i wanted to vote for light types and flickerless GI animation too.
Oh well shaders is my number 1 vote.
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I agree shaders.....particuarly easier to control SSS ones....
But also, we do a lot of animation work, and even though a lot of it is only very short, flickerless, optimised GI would be a life saver.
I don't need hour long frames every time i want to use GI and have something moving....any one who does any decent amount of animation will have a render farm to support them, but anything to get more animation done with a fraction of the stress......heavenly..
Like a DR manager program, so you can assign nodes in and out of a frame like you can with a backburner animation.....that would be awesome....truely awesome....
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Originally posted by jujubeeUgh. Why do people like node views so much?
Also... as far as flicker free animation, I have had little issues when properly optimizing my scene to get some great full GI anims done in a more brute force manner, and in reasonable time.
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Originally posted by studioDIMOriginally posted by instinctmake that a proper Worley implementation using a schematic editor like helium to combine them in a nodeview :P
I voted for shaders as well, and second entirely Chris' view.
Lele
Helium has gone ShaderFX. See www.lumonix.com
There was also an initiative to use it on an integrated compositor in Max over at the Frantic Films forum, but that never beared any fruit.
http://support.franticfilms.com/wb/d...read=43&fid=14Stefan Kubicek
www.keyvis.at
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I will post a more detailed description later on.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Well here is the description of shaders which I would like to see eventually intergrated into vray.
I would like to propose to separate all the layers of vray mat and expose them as single mats to be able to blend then with more control. Working with mental ray has really shown me a lot of shader power which mr has, that is at the moment is more powerful then what vray has exposed to avarage user.
Reflection - A separate reflection shader which will contain additional reflection paramiters like directional reflectance blur (UV spread) separate reflection paramiters for environment to support fake environment reflecitons which are not occluded by the objects in the scene. Reflectance weight (intesity) with controlable fresnel, like facing weight and edge weight. Samples. Reflectance dispersion. Anistrophy. IOR
Refraction - not a glass shader, but simply a refraction shader which would have additional paramiters to the refraction: glossy uv spread, environment refraction mapping which is not occluded by the objects. 3 layers for color such as front depth color, back depth color and middle depth color which can also be shader models. Refraction facing weights. Samples. Dispersion. Absobrtion. IOR.
Specular - a specular layer with additional controls: Overall specular weight, overall specular color. Specular spread, specular mode (blinn, phong etc).
Diffuse shaders - lambert, cooktorrance, oren nayar etc.
More powerful fast sss shader - shader which will contain multi layered options and would be dependant on the lightmap or similar method.
Bump shader - similar to mr vector bump, so that all of the above written layers can pass through the bump.
Physical sss - shader which can contain only sss layer.
Glass shader - shader model which can contain glass paramiters similar to maxwell. And perhaps various glass types.
Metal shader - shader model similar to maxwell metals.
Carpaint - carpaint shader with controls for flakes, diffusion, reflectance.
Thanks! I hope 1% of these will be implemented some day!Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid AngelWell here is the description of shaders which I would like to see eventually intergrated into vray.
I would like to propose to separate all the layers of vray mat and expose them as single mats to be able to blend then with more control. Working with mental ray has really shown me a lot of shader power which mr has, that is at the moment is more powerful then what vray has exposed to avarage user.
Reflection - A separate reflection shader which will contain additional reflection paramiters like directional reflectance blur (UV spread) separate reflection paramiters for environment to support fake environment reflecitons which are not occluded by the objects in the scene. Reflectance weight (intesity) with controlable fresnel, like facing weight and edge weight. Samples. Reflectance dispersion. Anistrophy. IOR
Refraction - not a glass shader, but simply a refraction shader which would have additional paramiters to the refraction: glossy uv spread, environment refraction mapping which is not occluded by the objects. 3 layers for color such as front depth color, back depth color and middle depth color which can also be shader models. Refraction facing weights. Samples. Dispersion. Absobrtion. IOR.
Specular - a specular layer with additional controls: Overall specular weight, overall specular color. Specular spread, specular mode (blinn, phong etc).
Diffuse shaders - lambert, cooktorrance, oren nayar etc.
More powerful fast sss shader - shader which will contain multi layered options and would be dependant on the lightmap or similar method.
Bump shader - similar to mr vector bump, so that all of the above written layers can pass through the bump.
Physical sss - shader which can contain only sss layer.
Glass shader - shader model which can contain glass paramiters similar to maxwell. And perhaps various glass types.
Metal shader - shader model similar to maxwell metals.
Carpaint - carpaint shader with controls for flakes, diffusion, reflectance.
Thanks! I hope 1% of these will be implemented some day!
A few more... (these are more geo, but also related to shaders)
Displacement - More optimization and options for displacement shaders
Hair Shaders for production - the current vray one is only really usefl for things like grass.
A shader that can read BRDF scans
A proper fast skin shader (related to fastsss)
voxel based volumetrics
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Like jujubee wrote: "a simple water mat possibly even capable of producing foam. A simple height, roughness, clarity, color with automated transparency/depth (the fog parameter is confusing atm), and possibly a smart caustics parameter"
That would be usefull for me.
Another material I'm still not satisfied (from what I got and what I saw here) is stainless steel for appliances.
What would be very very very nice is a few step-by-step guides by somebody like Vlado who could write the definitive article about, for example "setting your system and software to get the best results color-wise" so we stop reading thousands of posts on subjects like LWF. These of course would be updated with each version of VRay.
Right now the examples gives us an idea of what the parameters do but I think it's not enough. It could be augmented, synthetized, put in nice formats with tables... An example is the caustics, it could talk about a few common scenes setups (a glass of water, a swimming pool, the ocean. The units used and what is affected by them)
I know it very laborious to make something like this but I think it would help a lot of users save a lot of time by getting most setting near a usable result faster.
And Vlado, thanks for asking us!
-Marc
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