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IPR "Compiling Geometry..."

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  • IPR "Compiling Geometry..."

    We just installed 3.5 with the new IPR and getting used to it. I noticed that when using IPR for lighting and moving around lights VRay always re-exports the entire scene. We got some heavy CAD geometry and it is taking a few seconds. While the "compiling geometry..." step the max viewports also lags/freezes so you can't move lights properly.

    Now I got a question: It seems that geometry changes are handled differently in RT? Is it safe to say that in the near future you have a way of limiting the compiling step to a dynamic way? If I only change the position of a light It wouldn't be neccassary to re-export the entire scene would it?
    To be honest we were looking forward very much to IPR but in terms of lighting a scene it feels like a step back from RT. What I mainly looked forward to was the shading stuff which I am confident works good in terms of IPR supporting all the features the production renderer does and I am not limited in that way. Lighting though - the (export-) speed seems to actually be an issue here.
    I know in the mean time we could still use RT but I thought that was the point of it all to be able to use the actual production renderer.

    Is there a post anywhere on some information or even a roadmap for the IPR stuff?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    One of our developers is working on partial geometry updates for the IPR - the idea is to reuse the code that we have for V-Ray RT. Hopefully it will be complete for the 3.6 update.

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

    Comment


    • #3
      Ah, very nice! Good to know. Bear in mind though that one of the main reasons if not THE main reason I want to use the IPR is not having to worry about plugin compatibility etc. which I have with RT. I just know what works in the production renderer will wirk in IPR and I don't get nasty surprises when sending it off for final. (I know about the current limitations such as atmospherics, but you get my idea). I would rather have a simple but solid/stable solution (think: Only make lights positioning not trigger a total geometry recompile; instead of: Look what's changed and be as dynamic as possible etc.). than something I can't rely on in terms of accuracy and final representation of my scene.
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Yes, I get that. We will only reuse the geometry update code from the RT engine, not the shading part, so you don't have to worry about any differences.

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

        Comment

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