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Some defaults to make life a lot easier

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  • Some defaults to make life a lot easier

    Hi,

    here's my wishlist for a few changes that would make life a lot easier:

    1, VrayMtl Reflect on back side on by default
    Reflective GI caustics being enabled by default now shows V-Ray is trying to go in a direction of better accuracy by default. This would be another good step forward, as internal reflections make glass really pop. There are a few reasons some people still think V-Ray looks quite bland compared to some other renderers, and this default is one of those reasons.

    2, GGX being the default BRDF
    And this is the other piece of puzzle. I think most of the bland and plastic look some people complained about was caused by Blinn BRDF Vray used for years. It was really quite primitive and often impacted output quality in a quite negative way. GGX seems to be all around better BRDF so I don't think there's a reason for it not to be the default one.

    3, Dome light defaulting to spherical (full dome)
    This is probably the most annoying at the moment. Vast majority of environment maps are fully spherical, and vast majority of scenes, both interior and exterior ones will show quite a significant difference when illumination under the horizon is missing. It also greatly increases room for error, as the same environment map forgotten in environment slot may be sampled efficiently using Dome light above horizon, but inefficiently using GI under the horizon, which can cause a lot of problems.

    Lastly, while this is not default-related, i think V-Ray would definitely benefit from some automatic IBL solution, that pretty much every other renderer now has. V-Ray is still by far the most difficult renderer to set up IBL in. Having Dome light preset on V-Ray toolbar has cut off a few step from set up process, but it's still a very complex one.

    Not only do you have to make your way through all the different roll-outs to enable spherical mode, and then put texture in the different rollout, but if you put texture in there, it's not automatically set to spherical enviro mode, so you also have to then drag it into material editor, and change environment mode.

    If you just slap a texture map into Max's native environment slot, it's automatically set to environment mode, and you are good to go.

    Basically i would like something, that would just make map present in 3ds Max's environment slot behave as a dome light without having dome light object present in the scene and having to set it all up.

    Thanks.
    Last edited by LudvikKoutny; 22-11-2015, 02:38 AM.

  • #2
    These are all scheduled to be implemented at some point or another. I have to be a bit careful though; sometimes users are annoyed when default behaviors are changed, so it has to be done little steps at a time

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

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    • #3
      I agree. Especially reflect on back side could throw some people off, but at least the full sphere dome should be high priority. Having only half of the environment does not provide any better quality, nor any real performance benefits. I am quite confident majority of people turn it on all the time

      It can also do a lot more damage when forgotten to be turned on , than the other way around (especially if you have same or similar map in the main environment slot, or if your dome is set to invisible).

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      • #4
        wow I never realized that reflect on backside wasn't on be default..

        I'd agree with all the points in the OP. I think everyone would get over the defaults changing, especially when it improves the quality of their renderings!
        Another default change to add to the dome light. Have 'affect alpha' turned off by default. Why would anyone want the dome light to block the alpha?
        Brendan Coyle | www.brendancoyle.com

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        • #5
          Originally posted by cheerioboy View Post
          I think everyone would get over the defaults changing, especially when it improves the quality of their renderings!
          Hah, wishful thinking Many users would be happy to just get an acceptable image out as quickly as possible.

          In any case, like I said, we will do all those things, just let people get accustomed to the 3.3 builds first

          Best regards,
          Vlado
          Last edited by vlado; 23-11-2015, 02:01 PM.
          I only act like I know everything, Rogers.

          Comment


          • #6
            Originally posted by vlado View Post
            Hah, whishful thinking Many users would be happy to just get an acceptable image out as quickly as possible.
            I actually agree with this. I've disabled reflective caustics by default in my maxstart.max file, just because I don't think the performance hit is worth the additional quality, especially when emitters get very close to shiny surfaces. But at the same time, I have modified default VrayMTL using mat. library with reflect on back side enabled, as I remember a two day long headache of figuring out, why eyes behind glasses look so wrong on the character I did some years ago I actually found out that enabling backside reflections for glass doesn't penalize performance that much.

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