One thing I forgot to add about the corona interactive rendering is that you can resize the interactive rendering window by draggin the outer edges like most windows, but how it differs is that it will resize the resolution not just fit the same resolution to the window. I'm pretty sure this is how it works because when I make the window smaller it becomes a lot more interactive, this is really a great option for when you want to see interactivity smaller or larger.
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Vlado and the team, please make the interactive ADV render into Maya for SP4 too.
For the material preview, if this is a hardware/real-time shader preview that is different from the current full raytracing Maya Material Viewer window, please consider add that to Maya for SP4 as well.always curious...
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The material preview is the full renderer, not some hardware preview... why would you think that?
Also, in Maya, the IPR renderer is the full advanced V-Ray renderer already. Not that there aren't things to improve, but the results are 1:1 with the production renderer.
Best regards,
VladoI only act like I know everything, Rogers.
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Hi Vlado,
Originally posted by vlado View PostThe material preview is the full renderer, not some hardware preview... why would you think that?
Originally posted by vlado View PostAlso, in Maya, the IPR renderer is the full advanced V-Ray renderer already. Not that there aren't things to improve, but the results are 1:1 with the production renderer.
Would love to be corrected and I should then try to CPU RT with 1000 instances of a multi-million poly car in Maya.
EDIT: I should make the request clearer. Hope soon to see interactive progressive ADV render to replace RT CPU in SP4 for Maya, as always if it's not too late to add.Last edited by jasonhuang1115; 10-05-2016, 11:54 PM.always curious...
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Originally posted by jasonhuang1115 View PostI was referring to the low-latency interactive renderer.
Best regards,
VladoI only act like I know everything, Rogers.
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vlado, is there any recommended scene you can share for me to compare the 3 render engines in gpu (vray, redshift, octane)?
Also any recommendations to what to test exactly, or how would you go about going to tweak the settings so they are as close as possible in all 3 of them. For example Vray = BF/LC GI, RS = BF/IPC GI, Octane = Path tracing... but what about shaders? Also regarding sampling, Vray has noise threshold, Octane has number of samples, Redshift is more tricky since it has individual samples and has no specific threshold.. maybe i can use his progressive render and just try to find a similar samples value?
Or ignore all this and try to achieve a similar visual noise and go from there?
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Originally posted by vlado View PostAlso, in Maya, the IPR renderer is the full advanced V-Ray renderer already. Not that there aren't things to improve, but the results are 1:1 with the production renderer.
Best regards,
Vlado
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Originally posted by kosso_olli View PostI assume that this will be the case too with the release of 3dsMax 2017 and their new rendering API shown in their new ART renderer?
Best regards,
VladoI only act like I know everything, Rogers.
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