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Production render in IPR mode

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  • #16
    Originally posted by Mennovandijk View Post
    Vlado,
    What is the difference with this and using vray progressive render in the 'active shade' viewport?
    I assume that would be VRayRT you are using, not the production renderer.
    Patrick Macdonald
    Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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    • #17
      It's actually trivial to create more update callbacks manually (i did so myself for an early version, only very few lines of maxscript), but it's better to wait for Vlado to finish off what course he's on already, to avoid needless performance degradation.
      It's been coded for 2017 first precisely because of the new messaging system that Max version has, so let's see how that performs (overall, for me, quite superbly. in one lookdev session i saved the vast majority of my cursor movement, shortening the session massively, and not getting RSI from clicks and mouse presses.Never a slowdown, hiccup, crash. At most i had to manually stop and restart the ipr when i wanted to change the render settings.).
      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.

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      • #18
        Would be nice if render settings could be changed on the fly too. The less restarts, the better Especially in bigger scenes that can take two or three dozens of seconds to translate.

        Most of the render settings, except for a few in system rollout, shouldn't really require complete re-translation of scene. And even if they do, it would still make more sense for IPR to just re-translate entire scene to make the change happen, rather than silently fail.

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        • #19
          Hey Lele,
          I'm curious about the new callback mechanism in 2017. I can't see any documentation about in in the 2017 docs. Is this simply under the hood, only SDK or is it also exposed to maxscript?
          Cheers
          p.
          Patrick Macdonald
          Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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          • #20
            Originally posted by re:FORM View Post
            Hey Lele,
            I'm curious about the new callback mechanism in 2017. I can't see any documentation about in in the 2017 docs. Is this simply under the hood, only SDK or is it also exposed to maxscript?
            Cheers
            p.
            No, it's all under the hood.
            It came about with the reviled ART renderer, and the physical material, as a global push to make the messaging between app and renderer more universal and modern.
            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


            • #21
              Originally posted by Mennovandijk View Post
              What is the difference with this and using vray progressive render in the 'active shade' viewport?
              In ActiveShade, we are using V-Ray RT, which is in fact a completely different renderer than the regular V-Ray one. While both of them work very similarly with the same rendering core, the shaders are different - f.e. procedural textures are slightly different, 3rd party texture plugins do not work in V-Ray RT etc. With this new implementation, the interactive rendering is done by the regular V-Ray renderer itself, so the result matches 1:1 your final render.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #22
                Originally posted by re:FORM View Post
                I assume object and node property changes are yet to be implemented?
                Sure; I did say it's a WIP

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #23
                  Originally posted by Recon442 View Post
                  Would be nice if render settings could be changed on the fly too. The less restarts, the better Especially in bigger scenes that can take two or three dozens of seconds to translate. Most of the render settings, except for a few in system rollout, shouldn't really require complete re-translation of scene. And even if they do, it would still make more sense for IPR to just re-translate entire scene to make the change happen, rather than silently fail.
                  Yep, for sure - this is on the "to do" list as well.

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #24
                    Hmm, I guess the choice between spending the money on CPUs or GPUs just got even harder.

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                    • #25
                      That's a killer feature for me! We almost decided to look into c* renderer for this specific feature here at our studio.. But not anymore! =D.
                      Is it planned to be implemented in the next SP (if there is any SP before V 4.0? ) or it is too early to talk about that .
                      -------------------------------------------------------------
                      Simply, I love to put pixels together! Sounds easy right : ))
                      Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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                      • #26
                        It will be in the next SP (V-Ray 3.5)

                        Best regards,
                        Vlado
                        I only act like I know everything, Rogers.

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                        • #27
                          Vlado,

                          Does this effectively replace the Vray RT CPU mode?

                          If so, I assume this could also mean speedier development of Vray RT GPU as the focus is now clear for that team.

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                          • #28
                            Originally posted by Nicinus View Post
                            Does this effectively replace the Vray RT CPU mode?
                            Yes, pretty much.

                            If so, I assume this could also mean speedier development of Vray RT GPU as the focus is now clear for that team.
                            Yes, this gives us more freedom on the GPU side as we will no longer be bound to implement things *exactly* as on the CPU and instead we can focus on making the GPU renderer better in its own way.

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

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                            • #29
                              Hi vlado...

                              When is the release date?

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                              • #30
                                Originally posted by AndresAhumada View Post
                                When is the release date?
                                In a few months towards the end of the year, but we will probably do a few beta releases first to get some feedback like we did last year with the 3.3 release.

                                Best regards
                                Vlado
                                I only act like I know everything, Rogers.

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