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  • #61
    I'd like to see something similar to what lightscape did/do (lightscape 3.2) with holes in walls using panels or vraylights (yet something similar is the option skylight portal but only for skylight) making pass only trough panels or vray lights the both lights I mean the vray sun and vraysky .

    And something like the lightscape reflectance default parameters to use for category of materials; sanded brick, glasses; walls with stucco

    and faster qmc

    I like vray as it is but to speed up some renders and settings would be nice and using some parameters used by the great (radiosity engine) as lightscape that discreet choose to makes Die would be nice and useful for the old user of this huge lighting software

    excuse my bad english

    bye to all
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    • #62
      Originally posted by cpnichols
      Some more BRDF and shader work needs to be done IMHO. That is where things like MR are still very powerful. Right now, no one can beat MR fastSSS, and the Vray method is just not cutting it yet. I woudl 100% stand behind (and could help suggest ) a standalone nodal material library.

      What should probably be the biggest development that is needed STANDALONE vray. We need Vray to be a universal rendering engine that can plug into Max/Maya/XSI, whatever. Having a universal method of doing that, and having a robust independent Shader Editor is key to the success of Vray in the High End market. Using a method similar to mtor and slim would be a good start.
      Quoted for 100% agreement.

      Sorry I'm late to the party here.

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      • #63
        SOmething like the irrad map bucket render in DR mode (i mean irrad map that supports distributed render).

        would be really useful and a faster qmc if proper I have to say all that I would ask more to this great package .

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        • #64
          [quote="pengo"]SOmething like the irrad map bucket render in DR mode (i mean irrad map that supports distributed render).
          quote]

          you can do this now in 1.5
          Chris Jackson
          Shiftmedia
          www.shiftmedia.sydney

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          • #65
            to jacksc02

            could u eplain it better?

            I use it but some bucketing effects are visible even with high irrad hsph sample number like 100
            I use it sometimes BUt I'd like to see something faster and less disturbed by bucketing .


            Another thing I'd add would be the ability to correct the color of vraysun because with gamma correction color mapping usage (LWF ) looses the color intensity
            thanks in advance

            excuse my bad english
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            • #66
              I realize clouds/volumetrics wouldn't be a shader and would have to be made ground up - I guess this doesn't fit in any of the categories in this poll but it would be great help for those in the arcvis industry. Perhaps not even appropriate for this thread.

              And no, I haven't checked DIMO's plugin - any links?
              LunarStudio Architectural Renderings
              HDRSource HDR & sIBL Libraries
              Lunarlog - LunarStudio and HDRSource Blog

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              • #67
                http://dimo3d.blogspot.com/

                http://dimo3d.blogspot.com/2006_04_01_archive.html

                Regards,
                Thorsten

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                • #68
                  please some very normal basic hard working shaders

                  edit: just found that the lovely people of evermotion just released their new material DVD.

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                  • #69
                    http://www.binaryalchemy.de/index_dev.htm <-- Shader Collection - Volume Shaders for MRay. This is a Shader Collection a guy here at Filmakademie developed. Excellent Package and fast to render. This would be NICE in Vray!
                    Sascha Geddert
                    www.geddart.de

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                    • #70
                      this is the section for the dreams on vray for the future
                      so I'd ask faster glossies refractions (like glossies plastics, glasses and so on even interpolated) I think for a package as Vray used in design too would be great faster materials like those

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                      • #71
                        I miss an option at the poll - "improved "unbiased" methods with biased calculations".
                        The progressiv rendering makes the usage of subdivs very easy - simple let it bake. I would like to see more at this way ala progressiv QMC based on LC prepass or PPT based on LC prepass.
                        Pure unbiased rendering is to slow, but biased methods could increase the render speed. And Maxwell will not support biased shortcuts.
                        I would like to see the easy usage of unbiased methods with the advantage of unbiased methods. I would like to see more progressiv or quasi progressiv render methods.
                        www.simulacrum.de ... visualization for designer and architects

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                        • #72
                          That would be light cache.

                          Anyway, I cast my vote for flicker free GI. I work at an animation studio and got them into Vray years ago. Every single commercial I work on always comes down to two issues: Motion Blur always causes some scene or scenes to crash and No matter what we do the solution to flicking GI always ends up being cranking up the samples as high as they will go. Subsurface scattering is another thing that causes a lot of flickering. It would be great if there was some way to utilize a stored irradience maps as a sort of Preferred sampling pattern that causes areas of little change to use the data stored as opposed to the new data. Maybe it's just a matter of making the irradience caching more intelligent in the first place. I don't know but I'm sure Vlado will figure out something.
                          Galen Beals
                          Animator/Technical Director
                          Portland, Oregon

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                          • #73
                            Well, irradiance maps for animations is already done and they do reduce flickering a lot; vrayfastsss has also been reworked to use an irradiance map-style cache of the direct lighting, which is then blurred to produce the sss effect. This seems to work very well in animations.

                            For motion blur, other than memory issues, it is a good idea to reduce dependencies between objects as much as possible, for example by baking their animations. This is because V-Ray utilizes the 3dsmax structures directly, and object dependencies may cause these to change unpredictably when the objects are evaluated. There is some intricate logic to avoid these issues to an extent, but it may fail sometimes (e.g. when using Hair & Fur).

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

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                            • #74
                              I vote for shaders but wish to see in the next future more/faster unbiased GI methods
                              www.visumporec.com

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                              • #75
                                I voted for more light types. I would really need to be able to use any object that light the same way that a VrayLight does. That or make the VrayLightMtl behave like a proper light (maxwell does that really well I think).
                                Also make the whole LWF thing clearer and easier to implement.

                                Thanks
                                Fabrice

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