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  • Let's build one superwishlist...!

    Let's build one superwishlist that Vlado can save to his harddisk and open when he wants to add a new feature or remove a bug.

    I've started off with my list, which will grow with your input ...

    -------

    A map channel for the VRay light, to get rid of the self-illuminated object artifacts. I know you can work around it by using the Skylight Portal option of the VRay light in front of a self-illuminated plane, but you still have to cope with the artifacts when using GI. I'd love to have real clean light cast by a map, of course including HDRI maps.

    More VRay light shapes, like a cylindrical light, a capsule light, a cubical light, a torus light (to simulate ring flash photography), etc..

    More options for the VRay HDRI map, such as blurring, tiling, mirroring and cropping.

    VRay material enhancements, like more shaders to choose from (ONB, multi-layer, Lambert, Sheen, Hanrahan-Krueger, ...) and some form of shading roughness or diffusion (value and map channel).

    Speedier blurry refractions and reflections without having to use interpolation.

    No more blotches and splotches, ever, with any scene setup.

    No more odd reflections when using beveled text with a smooth modifier on top of it (with auto smooth turned on).

    No more artifacts when two faces happen to be coincident (if possible).

    Volume caustics.

    Dispersion.

    Saturation control for GI.

    Support for Render Elements, including the new ones in 3ds max 6 (Lighting, Matte).

    Sunlight portals that let photons only be traced through the portals, to avoid tracing fewer photons for the sunlight.

    Independent save photon map for each light and an independent multiplier, only mix them for the final rendering.

    More speed when tracing photons.

    Extra amount of subdivisions from direct computation added to irradiance map and stored by aa on final rendering.

    The ability to exclude an object from blocking GI (such as a skyplane or glass windows when reflection is used).

    Xrefs in DR.

    Incremental Imap calculation on multiple computers when network rendering.

    -------

    Do you think you can have the above done by tomorrow, Vlado? Thanks!

    Cheerio,

    /\/\7
    Sevensheaven.nl — design | illustration | visualization | cartoons | animation

  • #2
    cropping hdri's would be nice as well
    Digital Progression

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    • #3
      Originally posted by DP
      cropping hdri's would be nice as well
      definatly - Ithink with the brazil/splutterfish HDRI plug you can di that ....can't remember though..

      paul.

      Comment


      • #4
        Thanks DP, I've put your addition in the wishlist above. Keep those additions coming, guys, so we can build a complete wishlist for Vlado. Easier for Vlado than having to check 100 posts and all comments separately.

        Cheers,

        M7
        Sevensheaven.nl — design | illustration | visualization | cartoons | animation

        Comment


        • #5
          Volume caustics and dispersion? I would really love that!!

          Comment


          • #6
            Added. Thanks!

            Cheers,

            Metin
            Sevensheaven.nl — design | illustration | visualization | cartoons | animation

            Comment


            • #7
              Saturation control for GI for me

              Comment


              • #8
                Support for Render Elements, of cousrse also the new ones in 3ds max 6 (Lighting, Matte).

                Daniel
                Daniel Schmidt - Developer of psd-manager

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                • #9
                  Added, thanks!
                  Sevensheaven.nl — design | illustration | visualization | cartoons | animation

                  Comment


                  • #10
                    Sunlight portals to let photons only be traced through portals avoid to trace less photons for sun light;

                    Independent save photon map for each light and independent multiplier, only mix them for the final rendering;

                    More speed when tracing photons (supersonic speed)

                    Extra amount of subdivisions from direct computation added to irradiance map stored by aa on final rendering;

                    Gonçalo

                    Comment


                    • #11
                      the ability to exclude an object from blocking GI (such as a skyplane
                      or glass windows when reflection is used)

                      Xrefs in DR

                      Incremetal Imap calculation on multiple computers when network rendering

                      Comment


                      • #12
                        Added, thanks!
                        Sevensheaven.nl — design | illustration | visualization | cartoons | animation

                        Comment


                        • #13
                          stable DR with map distributing.

                          Comment


                          • #14
                            Support for all g-buffers (multi layerd)

                            /Thomas
                            www.suurland.com
                            www.cg-source.com
                            www.hdri-locations.com

                            Comment


                            • #15
                              In addition to LuKa´s wish: saturation control for GI (color bleeding) on a per material basis.
                              Subdivision surfaces
                              Adaptive (microtriangle) displacement
                              Render primitives, especially metaballs (blobs)

                              A skin shader (fake but fast 3S-Shader), or compatibility to Max´s native skin shader
                              Stefan Kubicek
                              www.keyvis.at

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