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2 wishes : instanced ram and archicam

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  • 2 wishes : instanced ram and archicam

    Hi,

    We now use Vray Adv after another renderer which had two features that was just neat :

    First, an architecture camera, which is a camera that keeps verticals vertical. Don't talk about the max modifier for that, which may be good for still image but even there, it's a lot worse, and specially, it doesn't work with animation. So, in the renderer/ Vray cam, please a 'vertical cam' or whatever you name it, with a 'balance' animatable option to overcorrect or undercorrect it, and that's all. I must say that I was extremely surprised to not see this in Vray as it is used a lot in arch viz and nearlt every architects with work with ask us to have vertical ... verticals !


    Second, this one saved us a lot of work, renderingtime and so on : instanced ram ! With the previous renderer we used, every instanced object you created in a scene took only one in ram. Make a one million poly, duplicate it a million time as instance, no problem to render ... Yes we use vraymeshes a lot, which are amazing on their own, but this is different use/workflow.

    Regards,
    Kib

  • #2
    Originally posted by KiboOst View Post
    Hi,

    We now use Vray Adv after another renderer which had two features that was just neat :

    First, an architecture camera, which is a camera that keeps verticals vertical. Don't talk about the max modifier for that, which may be good for still image but even there, it's a lot worse, and specially, it doesn't work with animation. So, in the renderer/ Vray cam, please a 'vertical cam' or whatever you name it, with a 'balance' animatable option to overcorrect or undercorrect it, and that's all. I must say that I was extremely surprised to not see this in Vray as it is used a lot in arch viz and nearlt every architects with work with ask us to have vertical ... verticals !


    Second, this one saved us a lot of work, renderingtime and so on : instanced ram ! With the previous renderer we used, every instanced object you created in a scene took only one in ram. Make a one million poly, duplicate it a million time as instance, no problem to render ... Yes we use vraymeshes a lot, which are amazing on their own, but this is different use/workflow.

    Regards,
    Kib

    Unless you specify in render settings default geometry as static, instances are instances....
    read the Vray's doc

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    • #3
      hey thanks, didn't saw this subtility
      Now tell there's an archicam somethere ?

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      • #4
        Originally posted by KiboOst View Post
        hey thanks, didn't saw this subtility
        Now tell there's an archicam somethere ?
        There's a VRayPhysicalCamera with vertical shift correction.

        http://www.spot3d.com/vray/help/150S...icalcamera.htm
        http://www.spot3d.com/vray/help/150S...era_params.htm

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        • #5
          Mejia, although I don't understand it well, it doesn't do what we need. It just to a correction for the frame you are, and keep this correction for every frame you render. But we animated camera, the correction needed change every single frame (and setting a few key here and there doesn't solve that)

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          • #6
            There is a hidden parameter to the physical camera called "lens_shift_auto"; the default is "false", but you can set it to "true" from MaxScript. This will force the physical camera to recalculate the vertical shift automatically when rendering. Currently this might also cause the camera viewport to go blank until you turn this parameter off (I will note this for fixing, but this feature is not officially supported anyways); it will still render fine though.

            As for instances, V-Ray will handle them properly if you choose the "Dynamic" or "Auto" values for the "Default geometry" parameter. Contrary to what you might read elsewhere, V-Ray proxies were not created because V-Ray cannot handle instances; they were created as means to render millions of non-instanced polygons on 32-bit machines way back when there were no 64-bit processors available.

            Best regards,
            Vlado
            Last edited by vlado; 16-11-2009, 03:50 PM.
            I only act like I know everything, Rogers.

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            • #7
              Hey vlado, this sounds good ! I can confirm that asap I turn the param to 1, my cam viewport doesn't show anything anymore (it works back when puting it back to 0).
              Why not having an option for this in the camera, and correct this bug ?
              Our previous renderer had this in renderer settings, so we didn't saw it corrected in the viewport which was a big compromise (for precise framing). So your solution once implemented is even better !!!

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              • #8
                I suppose this bug was the reason the option is not available in the UI; if we manage to correct it, we'll put it back there.

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

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