It seems to be working in the latest nightly on max 2013 (x64) but not max 2011 (x64)
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Shade MAP - Correct usage
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I can see one of our programmers committed a few fixes for this today, so it will go into the next nightly build tomorrow. If you still have issues in 3ds Max 2011, can you get us more specific reproduction steps and a scene, if possible?
Best regards,
VladoI only act like I know everything, Rogers.
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Hi Vlado,
Is the Distributed Rendering implimentation for the shademap very hard to do??? Would it take much work???
DR is an essential part of life for a lot of people & we could use the shademap all the time if I we had that option, especially for HR renders of say 5000px or bigger....as you can't render those on just one machine if you have serious time constraints.
We could then be using DOF & Mblur on EVERYTHING......now that woud be a dream turned into reality.
Also are there any plans to put Shademap into the globals & make it less set-up intensive..? [this was already mentioned in another post]
Thanks for your time
Jamie
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small bug in the path directory of the shademap
I noticed that Peter had a few problems with the Saving Shademaps...this may be of the same problem....
Just working on a animation project & using the shademap to produce DOF & Mblur. [By the way IMHO the SHADEMAP is by far one of the BEST things to appear in Vray lately. It's completely amazing to finally get super fast rendering of ray traced DOF & Mblur] The more I use it the more the more I wonder why you are not telling the world of this world-changeing addition to vray.
I did however notice that there seems to a small bug in the path directory of the shademap. It seems to create the shademaps perfectly each time although it sometimes/randomly fails to load up the same file when set to USE the shademap at render time.
-If I move the shade maps to a new folder & re-target the path & it loads it fine.
- If I then move the files back again to the original folder & re-target it loads OK ....now that's wierd?
This has happened 4-5 times & I tested it with the following
-only a single local machine
-through BackBurner using single machine
-DR Local
-DR through BackBurner.
Other than that the Shademap it just too awesome for words.. thanks so mach for that addition...now if only you could Create shademaps in DR ....
Thanks for your time
Jamie
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I still can't get it to work without crashing even with the latest nightly build as of today.. max 2011 x64Last edited by peterguthrie; 30-07-2012, 07:18 AM.
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Originally posted by peterguthrie View Postno real hurry from my point of view but it might help someone else.
I get a crash even if I do this:
create teapot
create vrayphysicalcamera
create vraystereoscopichelper
set helper to 'render shade map'
specify an output path
hit render
peter.matanov@chaosgroup.comIf it was that easy, it would have already been done
Peter Matanov
Chaos
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Following this thread because I'm interested in using the Shademap for DOF effects more often... But as a side note (Don't wish to hijack the thread) I have to say well done to Vlado & everyone at chaosgroup for being on the forums all the time to help people out, it really is fantastic. If only Autodesk would do the same!Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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You can create vraystereoscopic helper with suitable settings using the following script:
Code:stereo=VRayStereoscopic() stereo.enabled=true stereo.eye_distance=0.0 stereo.specify_focus=false stereo.focus_method=0 -- 0=None stereo.interocular_method=0 -- 0=Shift both stereo.view=1 -- 1=Left stereo.adjust_resolution=false stereo.shademap_mode=1 -- 0=Disabled, 1=Render shademap, 2=Use shademap stereo.shademap_file="c:\MyFolder\MyFile.vrst" stereo.position.x=100 -- move to the stereo.position.y=100 -- corner
V-Ray for 3ds Max developer
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