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 ...
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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
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
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