Hi,
it is obvious that VrayRT is completely different engine. And while it tries to support most of the things, the output is still far from similar, and as Vlado said, some things will never be supported, like substitute modifier (necessary for custom proxy creation).
Seeing how well other interactive engines work, it really leaves me with impression that approach to interactive rendering in Vray is going in wrong direction. Interactive rendering loses all it's appear extremely quickly when you realize you are working on different image than what your final production render will be. Even Mental Ray, which now introduced interactive rendering mode, renders output identical to final beauty render. Sure it's unusable (you tweak 10 things and you have to restart activeshade mode 10 times for every change to take effect), but it's 1:1 with final output which is extremely important.
So the idea is, if it would be possible to use Vray, not RT, just Vray, as an interactive renderer. On the fly BVH reconstruction should not be that hard to do. We now have progressive rendering in main Vray engine, so that's one step closer. Irradiance cache could be done progressively like Modo has shown. Only thing remaining is light cache, but i believe it could be combined with IC in one progressive caching solution for interactive rendering. It would shade probably slightly differently than final frame, but some GI blurriness is acceptable for previews, as long as material and light shading works, and all the modifiers work properly like in final frame output.
Last problem i could see is displacement, but that could be handled as well. For example, geometry would be tessellated and displaced only once when initializing interactive rendering, and stay that way. If user changed camera angle, and wanted to preview displacement, there would be a button in activeshade menu to refresh displacement, which would re-generate displacement from new camera angle. This would be a tradeoff, but still possible i think, unlike on-the-fly tessellation and displacement, which would probably kill the performance.
it is obvious that VrayRT is completely different engine. And while it tries to support most of the things, the output is still far from similar, and as Vlado said, some things will never be supported, like substitute modifier (necessary for custom proxy creation).
Seeing how well other interactive engines work, it really leaves me with impression that approach to interactive rendering in Vray is going in wrong direction. Interactive rendering loses all it's appear extremely quickly when you realize you are working on different image than what your final production render will be. Even Mental Ray, which now introduced interactive rendering mode, renders output identical to final beauty render. Sure it's unusable (you tweak 10 things and you have to restart activeshade mode 10 times for every change to take effect), but it's 1:1 with final output which is extremely important.
So the idea is, if it would be possible to use Vray, not RT, just Vray, as an interactive renderer. On the fly BVH reconstruction should not be that hard to do. We now have progressive rendering in main Vray engine, so that's one step closer. Irradiance cache could be done progressively like Modo has shown. Only thing remaining is light cache, but i believe it could be combined with IC in one progressive caching solution for interactive rendering. It would shade probably slightly differently than final frame, but some GI blurriness is acceptable for previews, as long as material and light shading works, and all the modifiers work properly like in final frame output.
Last problem i could see is displacement, but that could be handled as well. For example, geometry would be tessellated and displaced only once when initializing interactive rendering, and stay that way. If user changed camera angle, and wanted to preview displacement, there would be a button in activeshade menu to refresh displacement, which would re-generate displacement from new camera angle. This would be a tradeoff, but still possible i think, unlike on-the-fly tessellation and displacement, which would probably kill the performance.
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