If this is possible - it will be awesome if we will have the utility which can bake the all hair maps from Ornatrix Hair at once (AO, ID, Root, Direct, Normal Map, Albedo, Specular, Cavity) in different AOV's(Render Elements) in Maya.
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My tutorials channel - https://www.youtube.com/AndrewKrivulya
Portfolio - https://www.artstation.com/artofcharly
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I mentioned this before but here goes again imagine your working on a architectural project and the architect changes all of the windows for larger to a smaller type it would be useful to have a option when using a render mask to expand the mask by a set number of pixels.
In this example it would save time from having to re-render all of the windows and all of the walls.
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Originally posted by Anthonyyg View PostI mentioned this before but here goes again imagine your working on a architectural project and the architect changes all of the windows for larger to a smaller type it would be useful to have a option when using a render mask to expand the mask by a set number of pixels.
In this example it would save time from having to re-render all of the windows and all of the walls.
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I have a few requests for VFB2. With debug shading and able to select object/material and set focus in VFB, it's such an integral part of the experience.
1) mappable hotkeys: able to configure hotkeys so users can toggle R, G, B, A, L channel, render elements, render region, refresh render, etc through hotkeys.
2) The wipe: a) able to set the angle of the wipe. Vertical wipe sometimes isn't enough for A/B comparison. Would be great to be able to set the angle of the wipe. b) invisible wipe line. Sometimes the wipe line is in the way for comparison. I think the wipe in Nuke is pretty awesome.
3) option to snapshot the current render element or the full image with all render elements. Sometimes, saving snapshot with lots of render elements may be slow and I just want to compare the specular. Would be nice to be able to snapshot currently viewing render elements so users can customize what he wants to compare and save the image faster.
4) drag-able render region corner/side to modify render region and able to move the region as a whole without change the resolution of the region.
always curious...
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First off, thanks for the continuing improvement of V-Ray. The latest update introduced features that I didn't know I needed/wanted until I got them (Like the test resolution button in the VFB. Seemingly a small feature, but a huge time saver for me)
My two recommendations:
Auto Exposure and Auto WB toggle in the VFB: Similar to the test resolution button, this would save me a lot of time and hassle. I frequently have my camera set and exposed the way I want it, but need to get closer to something to work on its material and isolate it to work with IPR on. In situations like this a toggle would be very, very useful.
Exclude Light Source from Glare Calculation: This idea came to me today as I was using the much improved lens effects (thanks for that, by the way!). I needed a few lights to have glare in an interior scene, but I didn't want the light coming from the outside through the window to have glare. I would have to render out another pass without the exterior light source (a dome hdri in this case) in order to do that. I think adding the ability to exclude light sources from the lens effects would make it even more interactive than it already is and would give artists even more control.
Thanks again.
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Been asking this for a while now and apparently the guy from Fstorm just pulled it off: RANDOM TILING
Edit: some discussion going on about this over at Corona, with links to a paper for example: https://corona-renderer.com/forum/in...?topic=24174.0
Edit2: I think that this could also be used as a texture bombing feature. This and the other would be extremely usefull and would save me a couple of weeks of work per year I guess, as I tend to make rather complex shading networks to avoid tiling with all sorts of composite maps with masks, bercon noises and triplanar textures.Last edited by Vizioen; 07-08-2019, 04:33 AM.
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Kind of feel like we're talking to a brick wall here . Buuuut here's another one that should be fairly simple. When adding an HDRI map, automatically open the "Choose HDR image" explorer window, saves us 1 click, but 100s per day, so a few hours per year I guessLast edited by Vizioen; 08-08-2019, 08:02 AM.
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Originally posted by Vizioen View PostKind of feel like we're talking to a brick wall here . Buuuut here's another one that should be fairly simple. When adding an HDRI map, automatically open the "Choose HDR image" explorer window, saves us 1 click, but 100s per day, so a few hours per year I guess
p.s. the auto explorer open is planned for the next major releaseIf it was that easy, it would have already been done
Peter Matanov
Chaos
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Originally posted by Vizioen View PostBeen asking this for a while now and apparently the guy from Fstorm just pulled it off: RANDOM TILING
Edit: some discussion going on about this over at Corona, with links to a paper for example: https://corona-renderer.com/forum/in...?topic=24174.0
Edit2: I think that this could also be used as a texture bombing feature. This and the other would be extremely usefull and would save me a couple of weeks of work per year I guess, as I tend to make rather complex shading networks to avoid tiling with all sorts of composite maps with masks, bercon noises and triplanar textures.
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I would be super happy if I can just get a way to get my VRay materials into Unity. I'd never need any other feature, except maybe Project Lavina to play nice with Unity....
Would USD or MaterialX solve any of my issues I wonder. If we go down that route, then hopefully the VRay built in material converter can work between the current materials and these new formatsLast edited by Morne; 14-08-2019, 02:26 PM.Kind Regards,
Morne
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