Hi guys.
I just wanted to say that I love V-Ray so much. I had a great experience doing a freelance job with a client who was screen sharing. I was able to make so many quick changes and the look dev was a really easy an quick process. Im very happy with V-Ray and also have some questions too.
as a quick side note, I would recommend you try learning something like RenderMan, as it actually amplifies your knowledge of each renderer. My question come from having learnd a little in Renderman.
1. Can V-Ray make their version of the Disney BRDF? https://disney-animation.s3.amazonaw...f_notes_v2.pdf
- All Renderman shaders have an automatic GGX specular inclusing the skin shader. For some reason the quality of the secular GGX in the Pixar shaders look better and are way more easy to control. Can we mimic this in V-Ray? I am trying to reseach how Renderman treats the GGX specular in relation to the IOR. I really dont like the VRay GGX in comparison as it has a differnt quality and controlling it so hard. I also dont like blending two phongs to fake GGX. Can the default material have an easier to use SSS control like the disneyBRDF ? - Just basically mimic the Pixar shaders please haha .
2. Can V-Ray make the Marschner hair model? http://graphics.pixar.com/library/Da...ing/index.html
- Can we drive hair color with a melamine percentage and dye color like this?;
w = max( pow(floatInput1, 2.0) * 33.0, 0.02);
exp(w * -[0.187, 0.4, 1.05])*colorInput1
# compute a perceptualy linear absorption weight
# from melaninDensity
#
$weight = max( pow($melaninDensity, 2.0) * 33.0, 0.02);
# The fiber color is actually an absorption term. As light
# travels through fibers, melanin particles filter out some
# wavelength. We compute it using Beer's Law.
#
$fiberColor = exp($weight * -[0.187, 0.4, 1.05]);
# Now we model the dying process as a thin transparent
# film over the fiber that will filter transmitted light.
# This is simply a multiplication.
$dyedFiberColor = $fiberColor * $dyeColor;
# Output our result
#
$dyedFiberColor
3. Can Metals please work without the need for custom fresnel curves? A person told me "renderman does this, Nd is your usual IOR in LM materials, k = extinction coefficient in LMMetal. To use measured data from http://refractiveindex.info put n value into refractive index of LMMetal and k value into extinction coefficient; for dielectrics even simpler, just put n into refractive index of LMPlastic if it is solid or LMGlass if it is transparent. K is responsible for most of this "kink" in metals, so if you have both n and k, a complex IOR is kinda sorted, there is no need to adjust something by hand IMO, you will not notice difference in the best case and most likely make it LESS realistic if anything." Another person said to me "I use the custom curve inside Vray all the time because by default it has no way to have accurate metal fresnel. Vray is behind the times and hasn't caught up to the current shader models like Arnold and Renderman and Disney's principled shader. Heck even Mantra has a full PBR shader. Vray needs to get with the times"
4. Denoise images, you can render images with noise and denoise them.
5. Does Vray use multiple impotence sampling?
6. is it a good idea to have progressive rendering in the bucket rendering mode?
Please dont get me wrong, I love VRay, its just after starting to learn Renderman I feel like Vray needs some improvements. One thing I did notice is that I would never use Renderman yet to do professional projects, its just not as fast as VRay. Vray is like beast! it punches so far above its weight. I just hope for some improvements inspired by the amazing RenderMan.
What do you guys think?
I just wanted to say that I love V-Ray so much. I had a great experience doing a freelance job with a client who was screen sharing. I was able to make so many quick changes and the look dev was a really easy an quick process. Im very happy with V-Ray and also have some questions too.
as a quick side note, I would recommend you try learning something like RenderMan, as it actually amplifies your knowledge of each renderer. My question come from having learnd a little in Renderman.
1. Can V-Ray make their version of the Disney BRDF? https://disney-animation.s3.amazonaw...f_notes_v2.pdf
- All Renderman shaders have an automatic GGX specular inclusing the skin shader. For some reason the quality of the secular GGX in the Pixar shaders look better and are way more easy to control. Can we mimic this in V-Ray? I am trying to reseach how Renderman treats the GGX specular in relation to the IOR. I really dont like the VRay GGX in comparison as it has a differnt quality and controlling it so hard. I also dont like blending two phongs to fake GGX. Can the default material have an easier to use SSS control like the disneyBRDF ? - Just basically mimic the Pixar shaders please haha .
2. Can V-Ray make the Marschner hair model? http://graphics.pixar.com/library/Da...ing/index.html
- Can we drive hair color with a melamine percentage and dye color like this?;
w = max( pow(floatInput1, 2.0) * 33.0, 0.02);
exp(w * -[0.187, 0.4, 1.05])*colorInput1
# compute a perceptualy linear absorption weight
# from melaninDensity
#
$weight = max( pow($melaninDensity, 2.0) * 33.0, 0.02);
# The fiber color is actually an absorption term. As light
# travels through fibers, melanin particles filter out some
# wavelength. We compute it using Beer's Law.
#
$fiberColor = exp($weight * -[0.187, 0.4, 1.05]);
# Now we model the dying process as a thin transparent
# film over the fiber that will filter transmitted light.
# This is simply a multiplication.
$dyedFiberColor = $fiberColor * $dyeColor;
# Output our result
#
$dyedFiberColor
3. Can Metals please work without the need for custom fresnel curves? A person told me "renderman does this, Nd is your usual IOR in LM materials, k = extinction coefficient in LMMetal. To use measured data from http://refractiveindex.info put n value into refractive index of LMMetal and k value into extinction coefficient; for dielectrics even simpler, just put n into refractive index of LMPlastic if it is solid or LMGlass if it is transparent. K is responsible for most of this "kink" in metals, so if you have both n and k, a complex IOR is kinda sorted, there is no need to adjust something by hand IMO, you will not notice difference in the best case and most likely make it LESS realistic if anything." Another person said to me "I use the custom curve inside Vray all the time because by default it has no way to have accurate metal fresnel. Vray is behind the times and hasn't caught up to the current shader models like Arnold and Renderman and Disney's principled shader. Heck even Mantra has a full PBR shader. Vray needs to get with the times"
4. Denoise images, you can render images with noise and denoise them.
5. Does Vray use multiple impotence sampling?
6. is it a good idea to have progressive rendering in the bucket rendering mode?
Please dont get me wrong, I love VRay, its just after starting to learn Renderman I feel like Vray needs some improvements. One thing I did notice is that I would never use Renderman yet to do professional projects, its just not as fast as VRay. Vray is like beast! it punches so far above its weight. I just hope for some improvements inspired by the amazing RenderMan.
What do you guys think?
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