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Vray round corner - same options as MR round corner - BLEND WITH MATERIAL please

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  • Vray round corner - same options as MR round corner - BLEND WITH MATERIAL please

    Hi there,

    First post, and it's about the round corner in Vray ,wtih edgetex , wich I find limited.

    Here is a picture wich explain it all.

    I wish you can upgrad it in a Next release.

    Click image for larger version

Name:	Vray vs MR round corner shader.jpg
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  • #2
    If i remember correctly, Zap has a patent on the only effecient way to do inter-object rounding this way. Hence it cannot be implemented in VRay straight away.

    Regards,
    Thorsten

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    • #3
      I hope it's not the case, because it's so usefull to have inter-object rounding and the also the fact that it can work on not just 90 angles...

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      • #4
        See here :/

        http://www.chaosgroup.com/forums/vbu...836#post445836

        Comment


        • #5
          Originally posted by Bigguns View Post
          I hope it's not the case, because it's so usefull to have inter-object rounding and the also the fact that it can work on not just 90 angles...
          The V-Ray rounded corners should work fine for non-90 degree angles; as for inter-object rounding, as Thorsten pointed out, Master Zap indeed has filed a patent application for it. Although the patent is not yet issued and it is not certain if it will be, we wouldn't want to get into trouble because of it.

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

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          • #6
            Why he get's a patent for that?
            So now, all the other renderer out there can't have something similar cause of him? It's slowing down progress...

            It's sad, I did not know it was working that way.. so Chaos have to pay him to implement it? Or it's even not possible ?

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            • #7
              There's an awful lot of it around - pixar have a patent on stochastic sampling which is pretty much a way if adding in a tiny bit of randomness or jitter to sampling so it looks like filmic grain rather than obvious cg sampling patterns, but again it's nothing more than numberical randomness.

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              • #8
                Originally posted by joconnell View Post
                There's an awful lot of it around - pixar have a patent on stochastic sampling which is pretty much a way if adding in a tiny bit of randomness or jitter to sampling so it looks like filmic grain rather than obvious cg sampling patterns, but again it's nothing more than numberical randomness.
                Thats actually really clever.

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                • #9
                  True, but it's also a bit of an asshole move to make but that's businress I guess.

                  Comment


                  • #10
                    Originally posted by joconnell View Post
                    There's an awful lot of it around - pixar have a patent on stochastic sampling which is pretty much a way if adding in a tiny bit of randomness or jitter to sampling so it looks like filmic grain rather than obvious cg sampling patterns, but again it's nothing more than numberical randomness.
                    Luckily this particular patent already expired a few years ago.

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

                    Comment


                    • #11
                      I don't see any use for render grain being alike film grain. Film grains vary a lot, between types of cameras used, lighting conditions, grains are different sizes between R,G,B channels and mostly in comp they would much rather have a grain free image and add a proper grain to it, then deal with cg grain, even if its film like...
                      Dmitry Vinnik
                      Silhouette Images Inc.
                      ShowReel:
                      https://www.youtube.com/watch?v=qxSJlvSwAhA
                      https://www.linkedin.com/in/dmitry-v...-identity-name

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                      • #12
                        True, but for a lot of sampling, you'll actually see the sampling pattern visible. For example if you look at the 3dsmax camera depth of field, you'll see that it just rotates the camera around a disc and takes multiple samples. If you rendered this you'd actually see circular bands visible in the depth of field, the random noise is added in to make the result more organic and hide the obvious sampling pattern via a tiny bit of jitter.
                        Last edited by joconnell; 15-09-2011, 01:05 PM.

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                        • #13
                          How does this apply in areas that don't believe in the evil that is software patents, like the EU and most sensible countries in it? Would it mean that only the US market and those countries that strive to copy its practices are affected? Would you just drop the feature, or could it be disabled by region automatically.
                          Last edited by trixian; 19-09-2011, 04:08 AM.
                          Signing out,
                          Christian

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                          • #14
                            I'd imagine that it's not worth developing one method for one territory and not for another so it's just a case of some head scratching for the developers to find alternative ways of doing the same things. Trying to keep track of the bugs in one version of a very complex piece of software is hard enough without adding in a second fork of development!

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                            • #15
                              Couldn't this be simulated with the way VRayDistanceTex works? After all the VRayEdgesTex-approach for fillets basically just bump maps the "white lines" of the edge-texture onto the object... now if the VRayDistanceTex can create a thin line around the areas where two geometries penetrate each other and use this as a bump map, wouldn't that work as a fillet as well? What about VRayToon? It does create lines around penetrations as well...

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