Hi,
so I've finally got to try 3.4 release, and I have quite mixed feelings to say at least. Here's a list of all the issues I've found so far:
VFB:
It seems like VFB has been changed/rewritten a bit, as some parts seem to be reskinned, but it also got significantly slower.
When Light Cache is computing, entire VFB becomes extremely laggy.
When rendering is going on, moving VFB window around causes weird mouse-chopping lag. This is the nasty "my GPU driver is about to fail, i should better restart my computer" kind of lag. Quite annoying.
VFB window resizing is now very laggy as well, feels like 5FPS choppy motion.
When rendering is going on, it seems that V-Ray now freezes a lot of other Windows apps, such as Windows Photo viewer, Wordpad, or Google chrome, despite 3dsmax.exe process being set to low priority. I think this is related to the VFB changes as well.
This is the first VFB performance regression ever since I started to use V-Ray at 2.2 version, and it's quite severe one.
Denoiser:
There are quite a few issues with it. I am really baffled that some of these happened given that all it would take to avoid them would be a little bit of common sense:
1,
Using denoiser populates VFB render element list with about a dozen of garbage render elements. I can hardly imagine anyone could use data out of these to to improve setup of the denoiser, nor should the be expected/required to do so. I like to keep my scenes clean and neat, and having dozen of garbage render elements polluting my render element list is quite annoying. There should be option to hide extra denoiser elements from VFB, and this option should be on by default. This way, if one used denoising set to separate elements, there would be only one additional element, and if one used option to replace RGB, there would be no additional elements at all.
I have currently a scene where I have about 12 render elements set up with very strict and clean naming, mask mattes mostly. Enabling denoiser in that scene makes Render element dropdown a complete mess. What's even worse is that these garbage elements then get saved to hard drive, doubling the amount of EXRs stored. So I have to go through the trouble of manually deleting them. Has anyone even put any though in practical denoiser workflow?
2,
Why does generate render elements default to all possible? Why not depending on type? Why populate RAM memory with useless elements by default?
3,
When using "Replace RGB with denoised result mode", denoising is not applied when rendering is cancelled, nor is it applied when rendering is stopped using V-Ray VFB, so basically, if I stop the render, everything is lost. This also made me initially think that Replace RGB with denoised result mode doesn't work at all. I mean what the.... how... really?
4,
When using Replace RGB with denoised result mode, once rendering is done, I can not use update button in VrayDenoise render element, so I can not adjust those settings interactively after rendering is done, while with Store denoised in separate element mode, I can. Again, why...? O_o
5,
Why is update frequency potato multiplier? I finally hoped you guys came to your senses and realized that every value should be in some human brain readable metric. Currently, there is default of 10 potatoes. After every 10 potatoes, result gets updated.... Actually no, even more counter-intuitively, increasing potato amount results in more frequent updates, and limit is 100 potatoes, so when I set it to 100, denoising updates 100 times every potato. Great!
Seriously, why isn't it seconds, or passes? Why does it again have to be some cryptic, counter-intuitive multiplier.
6,
It seems that even in Store denoised result in separate element mode, if rendering is stopped or cancelled, denoising does not occur, so it seems like any more rendering data generated since last periodical denoiser update gets simply thrown away.
7,
Wouldn't VFB be a lot better place for these controls? You already have so ridiculously high amount of buttons and knobs in VFB that one more could not really hurt. At first, I could not even find the new denoising feature, but even now that I do, it's still quite a PITA to open render settings, go to the elements tab, find VrayDenoiser in the list of elements, click it, scroll it down, and only then start adjusting the stuff. Also, since Max's UI is frozen during rendering, if denoiser ever gets any feature that can be updated during render, without stopping it, we won't be able to use it anyway.
V-Ray Light UI
I am disappointed the way this was handled. I hoped for some usability improvement, but things were just shuffled around, semi-randomly. It still has no order or clean alignment. It needs more though put into it than just random pouring of stuff from one rollout to another. I could make a mockup of how it should look, but not sure it would be of any use, because you probably won't change UI of the light twice in two successive releases :/ Missed opportunity... quite sad
So yeah, these are my impressions of 3.4 release. Quite a letdown after so much initial hype.
so I've finally got to try 3.4 release, and I have quite mixed feelings to say at least. Here's a list of all the issues I've found so far:
VFB:
It seems like VFB has been changed/rewritten a bit, as some parts seem to be reskinned, but it also got significantly slower.
When Light Cache is computing, entire VFB becomes extremely laggy.
When rendering is going on, moving VFB window around causes weird mouse-chopping lag. This is the nasty "my GPU driver is about to fail, i should better restart my computer" kind of lag. Quite annoying.
VFB window resizing is now very laggy as well, feels like 5FPS choppy motion.
When rendering is going on, it seems that V-Ray now freezes a lot of other Windows apps, such as Windows Photo viewer, Wordpad, or Google chrome, despite 3dsmax.exe process being set to low priority. I think this is related to the VFB changes as well.
This is the first VFB performance regression ever since I started to use V-Ray at 2.2 version, and it's quite severe one.
Denoiser:
There are quite a few issues with it. I am really baffled that some of these happened given that all it would take to avoid them would be a little bit of common sense:
1,
Using denoiser populates VFB render element list with about a dozen of garbage render elements. I can hardly imagine anyone could use data out of these to to improve setup of the denoiser, nor should the be expected/required to do so. I like to keep my scenes clean and neat, and having dozen of garbage render elements polluting my render element list is quite annoying. There should be option to hide extra denoiser elements from VFB, and this option should be on by default. This way, if one used denoising set to separate elements, there would be only one additional element, and if one used option to replace RGB, there would be no additional elements at all.
I have currently a scene where I have about 12 render elements set up with very strict and clean naming, mask mattes mostly. Enabling denoiser in that scene makes Render element dropdown a complete mess. What's even worse is that these garbage elements then get saved to hard drive, doubling the amount of EXRs stored. So I have to go through the trouble of manually deleting them. Has anyone even put any though in practical denoiser workflow?
2,
Why does generate render elements default to all possible? Why not depending on type? Why populate RAM memory with useless elements by default?
3,
When using "Replace RGB with denoised result mode", denoising is not applied when rendering is cancelled, nor is it applied when rendering is stopped using V-Ray VFB, so basically, if I stop the render, everything is lost. This also made me initially think that Replace RGB with denoised result mode doesn't work at all. I mean what the.... how... really?
4,
When using Replace RGB with denoised result mode, once rendering is done, I can not use update button in VrayDenoise render element, so I can not adjust those settings interactively after rendering is done, while with Store denoised in separate element mode, I can. Again, why...? O_o
5,
Why is update frequency potato multiplier? I finally hoped you guys came to your senses and realized that every value should be in some human brain readable metric. Currently, there is default of 10 potatoes. After every 10 potatoes, result gets updated.... Actually no, even more counter-intuitively, increasing potato amount results in more frequent updates, and limit is 100 potatoes, so when I set it to 100, denoising updates 100 times every potato. Great!
Seriously, why isn't it seconds, or passes? Why does it again have to be some cryptic, counter-intuitive multiplier.
6,
It seems that even in Store denoised result in separate element mode, if rendering is stopped or cancelled, denoising does not occur, so it seems like any more rendering data generated since last periodical denoiser update gets simply thrown away.
7,
Wouldn't VFB be a lot better place for these controls? You already have so ridiculously high amount of buttons and knobs in VFB that one more could not really hurt. At first, I could not even find the new denoising feature, but even now that I do, it's still quite a PITA to open render settings, go to the elements tab, find VrayDenoiser in the list of elements, click it, scroll it down, and only then start adjusting the stuff. Also, since Max's UI is frozen during rendering, if denoiser ever gets any feature that can be updated during render, without stopping it, we won't be able to use it anyway.
V-Ray Light UI
I am disappointed the way this was handled. I hoped for some usability improvement, but things were just shuffled around, semi-randomly. It still has no order or clean alignment. It needs more though put into it than just random pouring of stuff from one rollout to another. I could make a mockup of how it should look, but not sure it would be of any use, because you probably won't change UI of the light twice in two successive releases :/ Missed opportunity... quite sad

So yeah, these are my impressions of 3.4 release. Quite a letdown after so much initial hype.
Comment