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  • #31
    Enmesh enhacements:
    1. multiple Enmesh modifiers on the same base mesh
    2. some kind of overlapping over uvs borders to avoid clipping and visible repeating pattern
    3. height % controlled by map
    4. maybe Enmesh Map is possible? With ability to masking (changing height %) and mixing diffenrent mesh objects by maps
    5. ability to randomly use different mesh objects (similar to VRayInstancer)

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    • #32
      Chromatic Aberration Layer in the VFB.
      German guy, sorry for my English.

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      • #33
        Originally posted by Pixelcon View Post
        An improved color picker ala Corona's. I currently install the corona demo just for this feature.
        Me too! The color picker in VRay for Sketchup is so great, even better than the Corona's. I don't know why they don't bring this to 3dsMax.
        Software: 3DsMax 2021.3 / 2024.2 | VRay 6 GPU + Chaos Vantage
        Hardware: i9-13900k | RTX 4090
        e-mail: imhill820@gmail.com

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        • #34
          Bring Photoshop's Lens Blur Filter to VFB. Users can reset the focus point and lens blur effect in the VFB according to VRayZDepth.
          Software: 3DsMax 2021.3 / 2024.2 | VRay 6 GPU + Chaos Vantage
          Hardware: i9-13900k | RTX 4090
          e-mail: imhill820@gmail.com

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          • #35
            Vignette (Darkening the corner) in VFB
            Software: 3DsMax 2021.3 / 2024.2 | VRay 6 GPU + Chaos Vantage
            Hardware: i9-13900k | RTX 4090
            e-mail: imhill820@gmail.com

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            • #36
              Add include/exclude support for layers in more places - we load in geo via xref scene and so we cant use a selection list - I've asked for this before on some specific features such as toon, and they have been added, I just think the support should be widened to all areas that currently only use object selections. for example - lights, VrayExtraTex (pretty much everywhere!!)

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              • #37
                im probably sounding like a broken record here, but : volumetric texture sampling for volumetric shaders! makes no sense that , for example, sss2 and scattervolume only sample textures in the map slots in a 2d way, (i.e. only on the mesh surface that defines them) when they are representing 3d volumes. this makes especially little sense for scattervolume which doesnt even have surface representation.

                the only volumetric things in vray that are properly volumetric seem to be env fog and volumegrid, and neither of those can produce decent sss effects.

                on a related note, some way to do a decent planetary atmosphere is rather lacking, although i imagine if we had 3d texture map sampling as mentioned above, something could be worked out manually. .

                look how easy and interactive it can be:

                https://blendermarket.com/products/p...estial-objects


                try doing that in vray, so it works from the surface to space, and with the sun in front/behind. aint happening.

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                • #38
                  A mask element for the clouds so I can mix a star map at evening scenes without needing to resort to post-production.

                  Possibly even adding stars/moon to sky map with ability to offset the moon/stars/overide the default Vray star map with a texture.
                  Regards

                  Steve

                  My Portfolio

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                  • #39
                    Please, add automatic BF+BF GI mode for IPR, this gives the user a lot faster feedback.
                    Last edited by Dart_Design; 28-01-2023, 03:22 PM.

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                    • #40
                      An actual histogram in the VFB would be awesome.
                      Bobby Parker
                      www.bobby-parker.com
                      e-mail: info@bobby-parker.com
                      phone: 2188206812

                      My current hardware setup:
                      • Ryzen 9 5900x CPU
                      • 128gb Vengeance RGB Pro RAM
                      • NVIDIA GeForce RTX 4090
                      • ​Windows 11 Pro

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                      • #41
                        It is also essential to have a proper display of numeric values in VFB statistic window . Current output is more like a mockery: the numbers like "135172950547321" are simply unreadable for humans.
                        tooltips are also missing there.

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                        • #42
                          Vray Decal: Ability to take UV coordinates dynamically from a user selected mesh and use those UV coordinates to project the decal.

                          This would enable a ton of possibilities for bending and warping a texture without having to go into Photoshop (After Effects, etc. for animated textures) to export new textures.
                          If this "UV link" is dynamically updated, it would enable the warping of the source mesh UV's to be animated and projected through the Decal - and thus skipping the need for many types of pre-animated textures.
                          http://henrikbclausen.com

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                          • #43
                            A helper object that can export vrmeshes (VRayProxies) that has a list in the GUI where you can reference objects or layers.

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                            • #44
                              Is there a downside from activating the EXR Multipart option by default and have it turn-Offable in the OptionRE?
                              Id love that.
                              I often forget to turn it on and get really angry at myself in post because working with BMD-Fusion is just soo much better if that's turned on. (much faster loading times, switch EXR layer with just one dropdown)
                              German guy, sorry for my English.

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                              • #45
                                About Lights:
                                1. The possibility to get visual feedback about texture orientation on lights. (like in Maya) is saves lots of time. for now, I am using chrome mat objects to have control over it. If texture making visible on lights is not possible so far, some other "up" indicator might appear. (if this then only appears, when having texture applied, it would give another visual information about a light´s properties. Also helpful for teamwork. *)
                                2. Exist presumably since Vray was born: while creating a plane/disc light having "auto grid" ON, when completed, it always faces the surface upside down. The direction indicator is facing always against objects instead of facing into the most needed opposite. Always need to turn it 180 degrees around.
                                3. Other indications of properties on the lights display class in the viewport itself:
                                  • "double-sided" = arrows on both sides,
                                  • including/excluding: little "link" icon somewhere (I find the word "exclude" not right. in the editor you can set both. So light linking might be a better designation (comes from AD , I know)
                                  • Intensity like corona offers.
                                  • all these extra display features might be global en- or disabled may be in the light lister
                                4. Light lister: customizable columns of properties possible? And a bit wider column for light names maybe
                                5. Rectangle/Disc Light: the "directional" parameter changing to degrees e.g. 0,00° -180,00°
                                ​​
                                Last edited by caypiranha; 07-03-2023, 01:30 AM.

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