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  • Misc feature requests

    Here's a megalist of things i've noted down since using V-Ray!

    (*)VRayEdgeTex - add convex, concave and open edges checkboxes.

    (*)VRayEdgeTex - retain and add, or change world unit input to unit, so that 1cm remains 1cm across all scenes rather than 0.01 of whatever that scene unit size is.

    (*)VRayEdgeTex - add "smooth" or "rounded" checkbox, on by default. Off means it's a hard edge which is desirable in quite a few situations.

    (*)Irradiance Cache - add "is ambient occlusion" checkbox. In conjunction with a VRayDirt material in the material override slot, this will create an interpolated ambient occlusion pass using the Irradiance Cache. Will only render materials with VRayDirt present (Because I imagine there are other uses, and not just have a general override material).

    (*)VRayMat - add displacement options to material, preferably eliminate the need for the VRayDispMod.

    (*)Add displacement ratio, used for unseen frustrum culled displacement, maybe with quick check to see if that out-of-view displacement is seen in a reflection. Additionally add "use for GI" checkbox to use this ratio for GI calculations. I believe this was discussed in a lengthy thread already.

    (*)Add support for opacity maps in Multi Matte element!

    (*)Add support for drag+drop material slots in Multi Matte - do away with the limitation of 24 MATID's or whatever the maximum is.

    (*)VRayMat - add colour swatch next to reflection for highlight-only colour, with an "L" next to it so that (like it is now) you can use the reflection colour as the highlight colour.

    (*)Add color mapping options to VFB. Users will have the understanding that this is mostly for preview purposes, as different gamma's and color mapping values can affect sampling distribution (is that right?).

    (*)"Simple" photoshop plugin to open .vrimg files (most compositing programs can use photoshop plugins and therefore this would cover a wide range of capabilities).

    (*)This is a big one. Add VRay-DirtFilter. This would usually only be used in the override slot or the new ExtraTex render element, where VRay would check for the presence of this at the start of the render in the override slot because it will work differently. Rather than simply overriding, it uses actual material values that are important to it, like reflection and refraction, and takes those into account when doing the ambient occlusion. Right now, to setup an accurate AO pass, you must setup all types of different material with VRay-Dirt for semi-transparent windows, and mirrors, and reflective things to get an accurate AO pass. This theoretical VRay-DirtFilter would do exactly this for you - using only those 2 important values (reflection and refraction).

    (*)Add ability to resume a semi-rendered .vrimg file. It is assumed the user knows that it has to be from the same scene, same saved cache files, etc. for it to be consistent.

    11 June
    (*) Separate "adaptation Gamma" control for setting adaptation-only gamma. I might want a Gamma of 1.6/1.8 but I want an adaptation of 2.2 to help with shadow noise.

    (*)VRayMatteChannel - adds pulldown menu to per-object vray properties, and VRayMtl. The default is (none), but at any time you can type in that pulldown anything you want which adds a custom matte channel, like "Matte_Foliage". Across the board this channel now appears in this pulldown in the scene. An accompanying VRayMatteChannel Render Element allows output of these custom matte channels. This offers a significant advantage over Max's MatID system, where I have no idea what MatID I previously put my foliage into, a name, such as Matte_Foliage is immediately recognisable in a pulldown. The added advantage is there is no limit to the amount of channels you can have. This would work at both the material and object level as I said.

    (*)Add vector displacement! (example to come)

    (*)Convert to Mesh button on VRayFur

    (*)Instancing support for VRayFur. For example, I have a ball with VRayFur attached. If I select both and instance, the Fur remains only on the original ball.

    14 June
    (*)Add support for "Convert file paths to UNC" AND "Convert local file paths to Relative" for Irradiance Map file save/load and Lightcache save/load and anything else that doesn't support this. When bringing projects home, I need to manually change the paths for IrrMap and Lightcache - everything else is relative so it's all cool except these two.

    23 June
    (*)Add preset pulldown to VrayMtl (similar to Arch&Design material). Doesn’t necessarily need any defaults. Should have Load, Save, New, Del buttons next to it.
    Last edited by duke2; 23-06-2008, 12:03 AM.

  • #2
    Check out GradientEdge here; solves a few of your wishes until VRayEdgeTex is updated.

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    • #3
      I like the idea of the displacement within the material editor. All the other stuff might be really important, I just haven't used any features like that.

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      • #4
        Thanks for the link sea2stars, there's some other pretty awesome plugins there too.

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        • #5
          Thanks for the pointers; really great ideas there, so we will definitely look into those.

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

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          • #6
            Thanks for replying Vlado! It's tough to keep up with the competition (Mental Ray) when all they do is rip off VRay's features
            Last edited by duke2; 13-06-2008, 11:38 PM.

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            • #7
              Originally posted by duke2 View Post
              (*) Separate "adaptation Gamma" control for setting adaptation-only gamma. I might want a Gamma of 1.6/1.8 but I want an adaptation of 2.2 to help with shadow noise.
              You can simply adjust the color thresholds of the image samplers for that.

              (*)VRayMatteChannel - adds pulldown menu to per-object vray properties, and VRayMtl. The default is (none), but at any time you can type in that pulldown anything you want which adds a custom matte channel, like "Matte_Foliage". Across the board this channel now appears in this pulldown in the scene. An accompanying VRayMatteChannel Render Element allows output of these custom matte channels. This offers a significant advantage over Max's MatID system, where I have no idea what MatID I previously put my foliage into, a name, such as Matte_Foliage is immediately recognisable in a pulldown. The added advantage is there is no limit to the amount of channels you can have. This would work at both the material and object level as I said.
              Hm, if we did this with the named selection sets, won't it be more convenient? (e.g. you can select a named selection set in the multimatte). This would only work for whole objects though, for materials probably your decription may work better.

              (*)Add vector displacement! (example to come)
              This is planned for the next update.

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

              Comment


              • #8
                This is planned for the next update.

                Best regards,
                Vlado
                Some of my favorite words to hear.

                Now, anybody know of any papers or something on how to derive vector maps from the real world?
                Eric Boer
                Dev

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                • #9
                  i think here you can obtain some infos...

                  http://www.xsibase.com/forum/index.p...threadid=28834

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                  • #10
                    I'll knock up a tutorial on how you create them when I do the example on the weekend.

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                    • #11
                      Cool, looking forward to seeing what your technique is.

                      I can't think of any easy way or "kitchen" method, I guess best would be ultrasound, magnetic resonance, sonar or something.
                      Eric Boer
                      Dev

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                      • #12
                        My apologies but you can't do it in Max. I thought you could with that XSI/MR shader... but it's XSI only

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