Originally posted by PIXELBOX_SRO
View Post
Announcement
Collapse
No announcement yet.
vray and corona
Collapse
X
-
Last edited by mitviz; 04-05-2016, 10:16 PM.Architectural and Product Visualization at MITVIZ
http://www.mitviz.com/
http://mitviz.blogspot.com/
http://www.flickr.com/photos/shawnmitford/
i7 5960@4 GHZm, 64 gigs Ram, Geforce gtx 970, Geforce RTX 2080 ti x2
-
says the person who has no idea about the existence of Backburner here:
http://forums.chaosgroup.com/showthr...ering-software
perfect chance for you to brag to Vlado about a missing feature in vray.Last edited by PIXELBOX_SRO; 04-05-2016, 10:23 PM.Martin
http://www.pixelbox.cz
Comment
-
Originally posted by PIXELBOX_SRO View Postsays the person who has no idea about the existence of Backburner here:
http://forums.chaosgroup.com/showthr...ering-software
perfect chance for you to brag to Vlado about a missing feature in vray.Last edited by mitviz; 04-05-2016, 10:30 PM.Architectural and Product Visualization at MITVIZ
http://www.mitviz.com/
http://mitviz.blogspot.com/
http://www.flickr.com/photos/shawnmitford/
i7 5960@4 GHZm, 64 gigs Ram, Geforce gtx 970, Geforce RTX 2080 ti x2
Comment
-
So why dont you take time to really learn vray to find out its actually where it is because its capable of doing much more than Corona is?
U have to understand it captures a lot wider segment of the market as Vlado has tried to explain.
I am happy about the added funcionality here and there it makes my life a lot easier in so many ways.
Of course some of the stuff is obsolete from todays perspective...most of the softwares are like this.
If you knew how to setup IR map well you woudl be able to get rid of the blotches and render close to BF quality in smaller times....have a closer look at it and youll be happy its still there.
With Vray you have a robust tool that can do shitloads of stuff Corona can only dream of....yes it will get there but rest asured it will not happen any time soon (or maybe yes but not stable enough)
I can imagine that if youre a typical archviz guy, Vray might be a little too complicated and its easier for you to use Corona.
i have one area which i would be curious to ask Vlado about when it comes to comparing the two engines as described here:
http://forums.ronenbekerman.com/show...t=2641&page=17
i ve read the whole thread there and it seem there is a difference in how Corona handles the translucency/glossies when rendering tree leaves.Martin
http://www.pixelbox.cz
Comment
-
Originally posted by PIXELBOX_SRO View PostSo why dont you take time to really learn vray to find out its actually where it is because its capable of doing much more than Corona is?
U have to understand it captures a lot wider segment of the market as Vlado has tried to explain.
I am happy about the added funcionality here and there it makes my life a lot easier in so many ways.
Of course some of the stuff is obsolete from todays perspective...most of the softwares are like this.
If you knew how to setup IR map well you woudl be able to get rid of the blotches and render close to BF quality in smaller times....have a closer look at it and youll be happy its still there.
With Vray you have a robust tool that can do shitloads of stuff Corona can only dream of....yes it will get there but rest asured it will not happen any time soon (or maybe yes but not stable enough)
I can imagine that if youre a typical archviz guy, Vray might be a little too complicated and its easier for you to use Corona.
i have one area which i would be curious to ask Vlado about when it comes to comparing the two engines as described here:
http://forums.ronenbekerman.com/show...t=2641&page=17
i ve read the whole thread there and it seem there is a difference in how Corona handles the translucency/glossies when rendering tree leaves.Architectural and Product Visualization at MITVIZ
http://www.mitviz.com/
http://mitviz.blogspot.com/
http://www.flickr.com/photos/shawnmitford/
i7 5960@4 GHZm, 64 gigs Ram, Geforce gtx 970, Geforce RTX 2080 ti x2
Comment
-
Originally posted by Recon442 View PostOkay,
I've made some example of how for example V-RayMTL could be cleaned up without losing most of it's functionality. I basically divided it to the two areas - basic and advanced. Basic contains all the daily bread knobs and buttons, and advanced contains all the fakes, legacy stuff and specific things that you touch only rarely, or change only once. Basically things that you do not tweak when you do look development.
Here is the result:
[ATTACH=CONFIG]30106[/ATTACH]
Left is current state, right is my proposed mockup. It shows both all of the UI, and also collapsed version that would make it easier for new/migrating users to get hang of the material.
Only thing I've removed is Fog units system scaling, and I've dared to change Fog multiplier to distance. I think Fog in V-Ray MTL should start to use distance value like pretty much every other renderer has instead of the current potato multiplier? I mean... what's 5 of Fog? 5 units of fog? I can easily estimate how can fog with distance of 100 centimeters look. It even works the correct way in VrayScatterVolume material, so I really think some unification is in order. It's also not uncommon that I have to use values like 0.00001 and even go to my 3ds Max settings and increase spinner precision to be able to input that. Happens especially in larger scenes, with meters as system units for example. With that established, I also removed the Fog system units scaling value, which would become redundant.
Maybe have the a bump map slot in basic as well, its usually the only reason I have to scroll down to maps is to add a bump/normal map - bit of a pain (small annoying things)
Comment
-
Originally posted by AlexP View PostThis is cool, but I would even lose Translucency for example to the advanced tab.
Maybe have the a bump map slot in basic as well, its usually the only reason I have to scroll down to maps is to add a bump/normal map - bit of a pain (small annoying things)
Secondly, I think whole SSS and translucency component of VRayMTL could be improved. I personally would like to see VrayMTL use the same thing VRayScatterVolume uses. Fwd/Back and Scatter coefficient replaced with simple phase function, and also using optimized scattering that ScatterVolume uses, which is much faster. That, combined with Fog that is based on real scene distance, rather than potato multiplier, would make SSS/Transluceny in VRayMTL a lot more usable I think. Right now I avoid using it as much as I can, because even though I already sort of know how it works, it's still quite PITA to tweak and also really really slow to render
Comment
-
Originally posted by Recon442 View PostSecondly, I think whole SSS and translucency component of VRayMTL could be improved. I personally would like to see VrayMTL use the same thing VRayScatterVolume uses. Fwd/Back and Scatter coefficient replaced with simple phase function, and also using optimized scattering that ScatterVolume uses, which is much faster. That, combined with Fog that is based on real scene distance, rather than potato multiplier, would make SSS/Transluceny in VRayMTL a lot more usable I think. Right now I avoid using it as much as I can, because even though I already sort of know how it works, it's still quite PITA to tweak and also really really slow to render
SSS is stil very hard to work with and quite complicated to understand tooMartin
http://www.pixelbox.cz
Comment
-
Originally posted by Recon442 View PostOkay,
I've made some example of how for example V-RayMTL could be cleaned up without losing most of it's functionality. I basically divided it to the two areas - basic and advanced. Basic contains all the daily bread knobs and buttons, and advanced contains all the fakes, legacy stuff and specific things that you touch only rarely, or change only once. Basically things that you do not tweak when you do look development.
Here is the result:
[ATTACH=CONFIG]30106[/ATTACH]
Left is current state, right is my proposed mockup. It shows both all of the UI, and also collapsed version that would make it easier for new/migrating users to get hang of the material.
Only thing I've removed is Fog units system scaling, and I've dared to change Fog multiplier to distance. I think Fog in V-Ray MTL should start to use distance value like pretty much every other renderer has instead of the current potato multiplier? I mean... what's 5 of Fog? 5 units of fog? I can easily estimate how can fog with distance of 100 centimeters look. It even works the correct way in VrayScatterVolume material, so I really think some unification is in order. It's also not uncommon that I have to use values like 0.00001 and even go to my 3ds Max settings and increase spinner precision to be able to input that. Happens especially in larger scenes, with meters as system units for example. With that established, I also removed the Fog system units scaling value, which would become redundant.
Comment
-
Originally posted by Moriah View PostIn my opinion that looks really good and well organized! Only thing i think i would change is the BRDF type and tail as the first thing on top of the diffuse. Then leave the fix dark glossy and soften parameters on the advanced tab.
Comment
-
Originally posted by Recon442 View PostPeople really use those? :O From what I've tried, they make things look different, but not better or worse, just different. I never could utilize these parameters to get more realistic material, or material matching closer to the photo reference for example. It affected GGX look in some way indeed, but not in any meaningful way that would actually make the material appear better/more realistic.
Comment
-
Originally posted by Moriah View PostIf you're talking about about the dark glossy and soften, well I don't think many people do, i personally don't, that's why it should be left in the advanced tab just in case. But changing BRDF and having control of the GGX tail for me is very common, and since it affects the material completely, should be the first thing to show up in my opinion.
Comment
-
Originally posted by Recon442 View PostI meant soften and tail. I don't think having tail falloff in the basic would be a big deal. It's just that there is sort of simple material standard, that every new/migrating user can pick up quickly. BRDF falloff modification doesn't fall into that standard. It's very uncommon concept that BRDF itself has any bias option, so it could make the material appear a bit more complicated at the first glance. I personally never used tail falloff ever since I did some experiments and found out it does not help to create more realistic materials, nor does it help to better match materials to photographic references. It seemed like a pure placebo setting. But then again, I would not be against it if it was in up there in Basic section.
So i made a mockup for the dark version of the log window. I will make for the vraylight later today or tomorrow morning...
Left is current one, middle is my proposal for colored version, and right for a more integrated and less distracting version.. Also i matched 3dsmax 2017 colors... But more blueish or orangish looks good too.
edit: also i added some indentation for better readabilityLast edited by Moriah; 05-05-2016, 03:47 AM.
Comment
Comment