Hey everyone.
Was talking to few people who use vray in production and we all agreed that vray needs local gi settings.
The reason for that is:
All tho vray is fast and very good quality render over time as it has progressed from version 1.09 to current 1.46.x every one has noticed speed drops here and there, and many new settings and etc. I think this is normal, because as something matures it sacrifices few qualities for gaining new features and etc.
What we were thinking is local gi settings on per shader basis. Or it could be per object or per subobject. The idea is that in vray shader there is glossy interpolations which base of of the same principal as irradience map.
What if this same approach could be implemented into "Local GI" rollout, and each shader would control amount of gi recievd and sent. (I know in system/objects you can set send/recieve gi thats not the same)
I remember way back this issue has been brought up, mainly because final render has this feature. And controlling the sub-scattering on per object basis was greatly improved as fewer samples were needed and thus speeding up rendering of scattering.
So if in globals the gi engine is for example irradience/light cache then in local gi corresponding section will be enabled. If its quasi/quasi then only quasi section will be enabled.
Please consider this as I and every one I spoke to believe that this is important.
Was talking to few people who use vray in production and we all agreed that vray needs local gi settings.
The reason for that is:
All tho vray is fast and very good quality render over time as it has progressed from version 1.09 to current 1.46.x every one has noticed speed drops here and there, and many new settings and etc. I think this is normal, because as something matures it sacrifices few qualities for gaining new features and etc.
What we were thinking is local gi settings on per shader basis. Or it could be per object or per subobject. The idea is that in vray shader there is glossy interpolations which base of of the same principal as irradience map.
What if this same approach could be implemented into "Local GI" rollout, and each shader would control amount of gi recievd and sent. (I know in system/objects you can set send/recieve gi thats not the same)
I remember way back this issue has been brought up, mainly because final render has this feature. And controlling the sub-scattering on per object basis was greatly improved as fewer samples were needed and thus speeding up rendering of scattering.
So if in globals the gi engine is for example irradience/light cache then in local gi corresponding section will be enabled. If its quasi/quasi then only quasi section will be enabled.
Please consider this as I and every one I spoke to believe that this is important.
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