If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
- final gathering (Ok, I know that hurts, but it's pretty nice to use in MR 3.5 when doing animation)
That would be the irradiance map... final gathering in mental ray has been revised with every point release of mental ray for the last several years to finally land on a method that is (surprisingly) very similar to the irradiance map in V-Ray. In many cases however, the irradiance map still produces smoother and more accurate results than mental ray FG.
no kidding. and yet they dont implement storing fgmap for flythroughs. not to mention that it doesnt work with lightcache or qmc...just worthless and not production ready tool.
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.
Well yes, and i guess every scene is different from the next - graphic animations matted against a perfectly white background might show flickering a bit more compared to hidding the swimming samples or noise in textures or shadows etc.....
I guess if Vlado is saying something like should we put more time into developing techniques like the Detail Enhancement, which has worked wonders for me reducing flickering in animation, then of course we would all be interested, especially if render times would be reduced from a straight brute force technique....
And we don't all have the luxury of a 4000 node render farm behind us...
The Vray Sky Solution is inspired by Maxwell - more and more renderers implement it cause it's so handy. I would love Vray to take it a step further rather than just clone it. Atmospheric haze/fog would be great for that. It would bring more depth to outdoor scenes and doesn't look too hard to implement. It's presented in this paper. (1999!) I think Vlado knows about this wish already.
Other than that - Vray for XSI is my biggest wish.
@Geddart : that paper is the infamous paper that was the base for all the so-called physical sky implementations out there...including vray´s....so i guess yep, vlado knows it :P
Agreed on Haze tho! Dreamscape offers that and a bunch more. Dreamscape basically works with vray, but has some issues, so an internal solution would be great (given it is not a 2d layered cloudsystem )
juju, look at it from this point of view:
vray internal engine has no support what so ever for stuff like volumetric clouds. Which means this has to be developed from gound up, adopted to the renderer and in short a huge process. Whereas stuff like custom shaders already exist in vray and just need to be ported to 3dsmax. Plus, in my opinion things like ui improvements or volumetrics do not add to the actual power of the renderer itself. Its just a pretty things. I think many misinterpret this post in that way.
---------------------------------------------------
MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
depending on the software you use you can get pretty close to "physically correct" lenseflares. Actually COMPUTING them physically is beyond scope with current processing power i assume (just like sky btw, wich is ANALYTICAL not physical, or glares etc). For nuke you can export light postitions and create rather convicing flares.
Well i wish vraysun cast draft shadow in viewport without render something like in sketchup and vraymesh suppot max partical system without plugin will be much better and the last animation without flickering.
Comment