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Arnold's new renderview (some nice features hope to see in V-Ray)

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  • Arnold's new renderview (some nice features hope to see in V-Ray)

    Though it's Arnold for Maya, I would hope some feature can be added for both V-Ray for Max and Maya.

    Video demo is here. https://www.youtube.com/watch?v=4RIi...ature=youtu.be

    highlight some features that I presonally am interested in seeing in V-Ray

    • detachable camera view link between viewport and render view with a hotkey to toggle the link.
    • toggle on/off progressive refinement (not sure if this is even possible in V-Ray?)
    • select geo in render view for material/node editing
    • change render camera in render view without re-exporting the scene.
    • add AOV on-the-fly (if I see it correctly, the guy add AOVs and all of a sudden AOV channels pop up in render view drop down list and viewable without re-export the scene)
    • 3D manipulation in render view.
    • enable and render debugging channgles in render view. The Isolate Selected function is pretty cool.
    • link Hypershade shading node (material/texture) selection to "Isolate Selected" rendering in render view.
    • select a light in outliner and isolate its light contribution in render view automatically. (it helps explore each individual light's contribution in complex scene)


    BTW, not sure if has to do with the heaviness of the scene, but it feels the interaction is really smooth and low-latency.
    always curious...

  • #2
    Some features there were nice. I particularly liked the one where you can isolate each shader or part of its network its something I really have to manually do every time.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

    Comment


    • #3
      Jesus the last one where you can select and see the node in the material editor is awesome!

      Stan
      3LP Team

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      • #4
        Most of that is already available with RT (CPU) as activeshade, no?
        Except for the one-click material and object isolation.
        Rens Heeren
        Generalist
        WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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        • #5
          Well that's the most interesting part of the whole youtube presentation

          Would be a major time saver, really

          Stan
          3LP Team

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          • #6
            The last part where he only renders out selected lights was nice.
            One functionality above that again would be to place that light just like we can in many HDRI studio-rigs by just selecting the light, and pressing the "mesh" within the render, and the light would move to lit that part of the mesh, or from that angle outwards from the mesh's normals.

            Have a "place light x meters from selected mesh" as well, and it would be awesome.

            Comment


            • #7
              Hello,

              Yes there are some interesting features in this demo. Some of them are already (maybe partially) supported in V-Ray:
              • 3D manipulation in render view - this is already possible. You activate this mode with the right mouse button and options "Real zoom" or "View Navigation".
                Real zoom - when activated you can do view changes without affecting anything in the scene:
                - zoom with the mouse wheel
                - pan with the middle mouse button
                - double left button click resets the view
                View navigation - for camera views - allows You to alter the camera from the VFB:
                - rotate with the left mouse button
                - pan with ALT+left mouse button
                - zoom with the mouse wheel
              • Isolate selected - You can use the Render Mask Selected from the production tab. Unfortunately for now it only works with the selected node at the start of Active Shade. We should probably allow the selection to change dynamically.
              • About the select geo in the VFB - this feature was available when using the Max frame buffer - right click and "Select object". For now it is not present with the V-Ray frame buffer. (Also there seems to be some crashes with it in the nightlies but we'll fix them)


              Best regards,
              Yavor
              Yavor Rubenov
              V-Ray for 3ds Max developer

              Comment


              • #8
                Originally posted by 3LP View Post
                Jesus the last one where you can select and see the node in the material editor is awesome!

                Stan
                Yes, it's a nice feature that Blender users know well using Cycles

                I think someone has take inspiration from the feature called Nodes Efficiency Tools.
                http://wiki.blender.org/index.php/Ex...ficiency_Tools

                Comment


                • #9
                  Maybe some stuff is already available in V-Ray Max, but definitely a lot of nice feature isn't available in V-Ray Maya. Plus, a lot of stuff is achieved without re-exporting the scene.
                  Excerpt of highlighted features from official announcement below. These features can help a lot during look-dev and lighting. These are the ones I would LOVE to see the most in VFB.

                  • Smooth, low-latency render updates take place while dragging the mouse rather than at mouse-release time.
                  • Different cameras, AOVs and shading modes can be selected at any time, without re-exporting the scene.
                  • Isolate objects, lights, materials, and even individual shader nodes for easier debugging of shading trees.
                  always curious...

                  Comment


                  • #10
                    Originally posted by jasonhuang1115 View Post
                    BTW, not sure if has to do with the heaviness of the scene, but it feels the interaction is really smooth and low-latency.
                    'fraid it does have to do with the scene setup.
                    The window is nigh useless in interiors, where tracing speed is paramount for multi-bounce GI: even at one fourth of the resolution (it's progressive refinement -2/-1/0/render settings) it traces only a few buckets and then has to restart.
                    Lele
                    Trouble Stirrer in RnD @ Chaos
                    ----------------------
                    emanuele.lecchi@chaos.com

                    Disclaimer:
                    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                    Comment


                    • #11
                      The one click material/object selection is based on a simple ID pass, nothing fancy at all.
                      If it returns objectId on pick with RT, i may even be able to script a simple callback.
                      Well, it does return the correct ID, but mouse cursor tracking isn't ideal, i may not be able to script my way out of this... ^^
                      Last edited by ^Lele^; 19-12-2015, 08:01 PM.
                      Lele
                      Trouble Stirrer in RnD @ Chaos
                      ----------------------
                      emanuele.lecchi@chaos.com

                      Disclaimer:
                      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                      Comment


                      • #12
                        Originally posted by ^Lele^ View Post
                        'fraid it does have to do with the scene setup.
                        The window is nigh useless in interiors, where tracing speed is paramount for multi-bounce GI: even at one fourth of the resolution (it's progressive refinement -2/-1/0/render settings) it traces only a few buckets and then has to restart.
                        Agree Lele. I posted in another thread some simple test drive results with PRMan RIS, V-Ray RT, and Arnold here. Not a heavy or interior scene at all but I guess it still means a little bit in terms of how good the viewport is communicating to the render view in each renderer?
                        I guess it's really hard for a heavy interior production scene to be decently responsive in viewport and othe panels when CPU is crunching anyway. Still, if Chaos Group can figure out a way to smoothly fuel back and forth some CPU juice back between VFB rendering and viewport/panel when user inputs are detected, it will be fantastic. How about a tick box to decide if the user want the RT to go full speed or throttled for better viewport/panel responsiveness?
                        Last edited by jasonhuang1115; 20-12-2015, 12:24 AM.
                        always curious...

                        Comment


                        • #13
                          Originally posted by ^Lele^ View Post
                          The one click material/object selection is based on a simple ID pass, nothing fancy at all.
                          If it returns objectId on pick with RT, i may even be able to script a simple callback.
                          Well, it does return the correct ID, but mouse cursor tracking isn't ideal, i may not be able to script my way out of this... ^^
                          Glad to learn it wasn't some magic behind the scene. It would be nice to have out of box for VFB ins't it? Users can dissect selected object(s) and partial shading node tree easier and isolate a light's contribution in a complex scene easier without re-export the scene over and over again.
                          always curious...

                          Comment


                          • #14
                            Originally posted by ^Lele^ View Post
                            The one click material/object selection is based on a simple ID pass, nothing fancy at all.
                            If it returns objectId on pick with RT, i may even be able to script a simple callback.
                            Well, it does return the correct ID, but mouse cursor tracking isn't ideal, i may not be able to script my way out of this... ^^
                            This surprise me a bit.
                            Would make sense if only the end shading material was rendered as masked.
                            But here we are talking about sub-matreial nodes as well.
                            I haven't see a way to do this in vray, even without the interactive mode.
                            If you have a mtl with diffuse, reflect and refract and would like to see only the diffuse map, you should either disable all the other component of your mat to see the diffuse (could be like 20 clicks) or create a new material and apply the same diffuse and apply the new mat (10 clicks)
                            Where as here, they select the diffuse map in the material editor (1 click), PAF if renders ONLY the diffuse map

                            Make sense?
                            Stan
                            3LP Team

                            Comment


                            • #15
                              Originally posted by 3LP View Post
                              This surprise me a bit.
                              Would make sense if only the end shading material was rendered as masked.
                              But here we are talking about sub-matreial nodes as well.
                              I haven't see a way to do this in vray, even without the interactive mode.
                              If you have a mtl with diffuse, reflect and refract and would like to see only the diffuse map, you should either disable all the other component of your mat to see the diffuse (could be like 20 clicks) or create a new material and apply the same diffuse and apply the new mat (10 clicks)
                              Where as here, they select the diffuse map in the material editor (1 click), PAF if renders ONLY the diffuse map

                              Make sense?
                              Stan
                              Eheh, yes and no.
                              They are only able to select geo from the VFB, and the exceedingly well set up scene lends itself to be misinterpreted (see 2:30 and thereabout).
                              The only thing they have is a clever no-export strategy, but that's all the way it goes as far as i could tell.

                              The shading graph bit is a nice trick (vrayExtratex/vraymtlselect + exclusion list, in our money).
                              I'm not saying it wouldn't be useful (although i scripted my way out of this a long time ago in a hacky, but working -for me- way), but i'm also thinking of the max material editor with its ability to show partial results (this, since max 1) and custom previews, entirely lacking in maya.
                              Lele
                              Trouble Stirrer in RnD @ Chaos
                              ----------------------
                              emanuele.lecchi@chaos.com

                              Disclaimer:
                              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                              Comment

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