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the new RE_Light_Select feature presentation on youtube

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  • #16
    Originally posted by DeadClown View Post
    That would be great! Vray 2.0's feature list isn't as big as I hoped - RT is nice but I don't need it. Besides that there are not many great features yet....
    That was my first reaction, but there are lots of small improvements all over the place that are really useful. Compare this to Vray 1.0 and it's a massive step forward, we're just lucky that Vlado and the team decided to roll out the point upgrades and Service packs with all the new features for free. I don't begrudge them at all deciding now is the time to have an official 2.0 release, in my view they've gone over and above their duties as a software developer providing much more than bug fixes along the way.

    There's still lots of things Vlado has planned which we have been ear-marking for the passed few months whilst we've been testing Vray 2.0, there was no way all of these things could be done in time for this release and hopefully we'll start to see those things coming in Vray 2.1 or SP1.

    If enough people shout for a particular feature I'm sure it'll appear sooner... so keep your eyes on the wishlist forum and give a +1 for anything you agree with.




    And on that subject a big + 1 for material includes/excludes and light reflection include/excludes.
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    • #17
      @Vlado:

      FOV or DOF? Not sure here.
      FOV. It's meant it the following way: If you set a Vray Camera to the same settings as the Standard Max camera it won't be exactly the same view. This is also even more visible if you change the f-number value. If you set it higher or lower your fov will change (which may be physical correct), and this is not the best thing if you need to export your cameras or do other specific matching stuff. So it would be great if we could deactivate this feature - that the vray cam exactly behaves like a normal 3dsmax camera.

      In V-Ray 2.0, there is already an option for VRaySun. While there is no option for the VRayLights yet, VRayEnvironmentFog has an option to affect shadow rays or not.
      Yes, but I would love to use Vray lights for other third party atmospherics plugins.

      If you exclude the plane from the light, the light will not show up in the reflections in the plane. Then you can use another light to light just the plane, if necessary.
      Sure, this is possible, but a whole lot more work to setup. Additionally you need to keep an eye on each and every light. This can be problematic if more than 1 person is working on the scene. Debugging a scene will take a lot more time this way.


      Nice to hear that Vray 2.0 has a FOV parameter in the PhysicalCam.. didn't notice

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      • #18
        Originally posted by DeadClown View Post
        FOV. It's meant it the following way: If you set a Vray Camera to the same settings as the Standard Max camera it won't be exactly the same view. This is also even more visible if you change the f-number value. If you set it higher or lower your fov will change (which may be physical correct), and this is not the best thing if you need to export your cameras or do other specific matching stuff. So it would be great if we could deactivate this feature - that the vray cam exactly behaves like a normal 3dsmax camera.
        This is exactly what you get when you adjust the FOV value in V-Ray 2.0. When you specify the FOV, it says this way no matter which other camera parameters are adjusted. Plus, it matches the FOV of a standard camera with the same value.

        Yes, but I would love to use Vray lights for other third party atmospherics plugins.
        Ah yes. This is different though and doesn't have much to do with the shadows as such

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

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        • #19
          Originally posted by Dave_Wortley View Post

          If enough people shout for a particular feature I'm sure it'll appear sooner... so keep your eyes on the wishlist forum and give a +1 for anything you agree with

          And on that subject a big + 1 for material includes/excludes and light reflection include/excludes.
          +1 from me as well, particularly the light reflection exclusions.
          Brett Simms

          www.heavyartillery.com
          e: brett@heavyartillery.com

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          • #20
            wow, just tested the new fov spinner - this is awesome and exactly what I wanted! Great work chaosgroup!

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            • #21
              Originally posted by DeadClown View Post
              wow, just tested the new fov spinner - this is awesome and exactly what I wanted! Great work chaosgroup!
              I can't really see any difference between the new FOV parameter and the "old" zoom factor. Do they actually do anything different?

              b
              Brett Simms

              www.heavyartillery.com
              e: brett@heavyartillery.com

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              • #22
                when "fov" is switched on you can change the film gate and f-numer without any visible changes when you look through the camera. So it keeps the field of view...

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                • #23
                  I guess I still don't see the point exactly: changing the f-number doesn't affect the viewport anyway, and film gate appears to have the same effect as zoom factor from what I see. Is it really just two different ways of doing the same thing?
                  Brett Simms

                  www.heavyartillery.com
                  e: brett@heavyartillery.com

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                  • #24
                    Oh, sorry, my mistake, I thought it was the f-number which changed the fov, but it is the focus-distance! Now this doesn't happen anymore when fov is fixed. You will see it when you set the focus distance very low and keep an eye on the focal length.

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                    • #25
                      Originally posted by DeadClown View Post
                      Oh, sorry, my mistake, I thought it was the f-number which changed the fov, but it is the focus-distance! Now this doesn't happen anymore when fov is fixed. You will see it when you set the focus distance very low and keep an eye on the focal length.
                      Ah - I am familiar with the focus distance problem. Thanks - now I can see the point for sure.
                      Brett Simms

                      www.heavyartillery.com
                      e: brett@heavyartillery.com

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                      • #26
                        Originally posted by DeadClown View Post
                        No, sorry for being imprecise. I meant that it ONLY contains the direct illumination, that's what a lighting RE is made for. It does not contain indirect illumination - neither the old Lighting RE, nor the new Light select RE. And by rendering each light separately I also meant: JUST the direct Lighting, no indirect.
                        I am pretty confused about the VrayLightSelect.
                        Now it renders out direct lighting as a seperate pass for each light we add.
                        Upto this point all is fine.
                        On the video, light passes are added one by one and the GI pass is added. Then he starts to play with the intensity of the lights in each LightSelect pass.
                        BUT, GI layer is the same layer - when I lower the intensity of one light pass, it still has full indirect lighting in GI pass.
                        SO we can only play with the direct lighting amount for each light- but the GI contribution of that light stays same. For example if we lower intensity of any of the lighting pass 50%, we are only lowering the direct lighting and the indirect lighting (GI) pass is still 100% for this light. And there are not seperate GI passes for each light, but is only one for all lights. Then the composition becomes wrong.

                        Am I wrong and missing something?
                        I am pretty confused about this.
                        for my blog and tutorials:
                        www.alfasmyrna.com

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                        • #27
                          Originally posted by pixela View Post
                          BUT, GI layer is the same layer - when I lower the intensity of one light pass, it still has full indirect lighting in GI pass.
                          SO we can only play with the direct lighting amount for each light- but the GI contribution of that light stays same. For example if we lower intensity of any of the lighting pass 50%, we are only lowering the direct lighting and the indirect lighting (GI) pass is still 100% for this light. And there are not seperate GI passes for each light, but is only one for all lights.
                          This is correct, yes. The final result is not equivalent to changing the light intensity in the rendering. Nevertheless, it can still be very useful for adjusting the look of the image. For future updates, you will be able to get the entire light contribution (direct+GI+reflections+refractions) when you use the V-Ray bidirectional path tracer.

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

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                          • #28
                            Wow this is great news
                            Thanks.
                            for my blog and tutorials:
                            www.alfasmyrna.com

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                            • #29
                              Originally posted by vlado View Post
                              This is correct, yes. The final result is not equivalent to changing the light intensity in the rendering. Nevertheless, it can still be very useful for adjusting the look of the image. For future updates, you will be able to get the entire light contribution (direct+GI+reflections+refractions) when you use the V-Ray bidirectional path tracer.

                              Best regards,
                              Vlado
                              when it will be?
                              This kind of feature is really something that we are looking for in interior architecture!

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                              • #30
                                Originally posted by fraggle View Post
                                when it will be?
                                This kind of feature is really something that we are looking for in interior architecture!
                                Can somebody give a date?

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