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  • coming from vray for Maya ...

    Hi all

    Ive recently migrated from working with Vray for maya to Vray for Max and so far I am finding a few niggles that max seems to be lacking...

    1. No Ptex support

    2. No rounded corners tick box on shaders or geometry ? -- the method I have seen as an alternative looks awful!

    3. No bump shader to drop a blend into to apply a bump to all shaders in the blend.

    4. Limited amount of materials IDs ?

    5. VFB doesn't save out all images in buffer, it also seems much less intuitive than Vray for maya saving frame buffer files in general (ie if you changes your root save it doesn't update the frame buffer image directory. )

    6. Vray RT implementation seems worse, its very annoying not having one click to launch RT ( instead I have to change to active shade, launch, then change back to get to my render options)

    Any idea on if or when these features/issue will be updated ?

    Thanks

    Will

  • #2
    i think the question you ll get here is what made you migrate to MAX?
    any features? workflow???
    Martin
    http://www.pixelbox.cz

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    • #3
      Maya to Max switch has been for work so a bit out of my hands

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      • #4
        Originally posted by irwit View Post
        1. No Ptex support
        We are in the process of porting our PTex loader for 3ds Max, but it's not yet there. Mankua are developing a PTex loader for 3ds Max, so you might be able to use that.

        2. No rounded corners tick box on shaders or geometry?
        Plug a VRayEdgesTex texture to the bump slot of the material that you want to have the rounded corners.

        3. No bump shader to drop a blend into to apply a bump to all shaders in the blend.
        We don't have an equivalent to the VRayBumpMtl material inside 3ds Max for the time being.

        4. Limited amount of materials IDs ?
        In V-Ray 2.0, in the options for the VRayMtl material, you have two options - "Override material effect" and "Effect ID". You can use whatever values you need.

        5. VFB doesn't save out all images in buffer, it also seems much less intuitive than Vray for maya saving frame buffer files in general (ie if you changes your root save it doesn't update the frame buffer image directory. )
        The multiple image saving will be done for the next update (it's already in the nightly builds); not sure what you mean by the root folder thing?

        6. Vray RT implementation seems worse, its very annoying not having one click to launch RT ( instead I have to change to active shade, launch, then change back to get to my render options)
        Use the "Render button" in the main toolbar - it's a fly-out button that allows you to run the ActiveShade rendering with a single click.

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

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