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Fast scanline representation of materials in the material editor.
A more advanced Vray Mat, separate IOR for reflection/refraction, per material environment settings, extra multi-layer specular, and some decent SSS effects. Oh and I second the diffuse value/diffuse map channel not to get confused with diffuse(colour).
Ok, this is getting too much work to keep adding to my first post. Let's just consider this whole topic/thread as the superwishlist. For clearness you could add an in front of each wish.
Ok, this is getting too much work to keep adding to my first post. Let's just consider this whole topic/thread as the superwishlist. For clearness you could add an in front of each wish.
Cheers,
M7
hehehe....it's turning into a full time job for ya - maybe you can get Vlado to hire you as a full time wishList update guy
my wish is : add close/middle/far attenuation to the vray light (manually controlabble like max lights)...
Hehe...ok here goes: Complete render elements support Upgraded shader with fake speculars "Vray Fog" that behaves like real life fog (reacts to lightsources, auto volumelight) Material diffuse controlls like the clever Moodee-shader customizable "depth" controll over shading-tree. (i.e compute GI, but first bypass bump\displacement etc.) Histogram style exposure controll, in logarithmic colour space, instead of the colour mapping, and in a vray VFB that updates in realtime to histogram changes (might be a bit optimistic here )
Think thats all :P
Decoupling Irradiance map of the GI and the glossy effects (to be able to use glossy reflection & refractions with prerendered every nth frame GI).
override the advanced GI parameters per object, for example making one object single frame and the rest Presaved. This would make possible to have to some extent moving objects on GI scenes which are not substntially affected by the object movement.
Render Region tool (as easy to use and fast as the one in XSI.); if it's possible . If you render now with Region Render, irradiance map gets computetd for the whole image, which is waste of time
But how can you render only the GI in a region without having to take the whole scene into account for the light bounces? This would mean that the region's GI would not be accurate, or am I wrong and is there some smart check possible?
An infinite ground plane checkbox in the VRay render dialog with adjustable vertical position, like in Brazil. This will free us from having to creating a plane primitive each time we need it, set the default number of faces from 4,4 to 0,0 etc.. Of course a possibility to assign a material to that plane would be crucial (like an alpha material).
Toon Rendering & vray displacement mapping: the only way I've found so far to get a full toon render to work with vray is using max's ink&paint material, but the ink component doesn't work correctly with vray's excellent displacement modifier.
So, a fix for compatibility with ink&paint, or better still a vray ink&paint material would be really handy.
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