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  • #61
    Re: V-Ray/Blender 2.57

    Just to answer my own question - when Screen is selected the value is a fraction of the final image size - e.g. if the size of the image is 1600 x 1200 px. 0.06 would mean that the sample size will be 1600*0.06 = 96px. per 1200*0.06 = 72px.

    I just was going to write U that its renders size dependent
    ----
    Ok when I changed physics from boids to newtionan it stared rendering hairs but it looks very shity comparing to bdancers render.
    Attached Files
    mat tests>
    render tests>

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    • #62
      Re: V-Ray/Blender 2.57

      Ok when I changed physics from boids to newtionan it stared rendering hairs but it looks very shity comparing to bdancers render.
      Lets discover that hair stuff - this looks like more complex bug somewhere...
      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
      andrei.izrantcev@chaos.com
      Support Request

      Comment


      • #63
        Re: V-Ray/Blender 2.57

        2.57 has been released and I'll try to fix all found bugs this Weekend and update builds.
        V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
        andrei.izrantcev@chaos.com
        Support Request

        Comment


        • #64
          Re: V-Ray/Blender 2.57

          Originally posted by bdancer
          2.57 has been released and I'll try to fix all found bugs this Weekend and update builds.
          Great news!

          Params that need precision correction - I've posted some before, but here are some more:

          Image sampler -> Adaptive DMC -> Color threshold (at least 3 I think)
          DMC sampler -> min samples (I saw suggested values well above 256 so even 512 should be possible)
          Raycaster parameters -> max tree depth (I don't know about the upper limit, but I achieved significant speedup when rising it to 160 and lowering the Face/Level to 0.25)


          Other bugs:

          Correct me if I am wrong, but Light cache -> Retrace and Retrace threshold parameters shouldn't be there - there is no mentioning of them in the docs for the light cache, but they are present for the photon map. But Photon map is absent from GI engine options is it not implemented yet?

          Antialiasing filters implementation. The currently implemented AA filters are all those listed for the Vray for Maya plugin:
          http://www.spot3d.com/vray/help/maya...agesampler.htm
          That is great. But I notice that in the 3ds plugin and in the c4d plugin for example different filter sets are available.
          I am particularly interested in the Mitchell-Netravali filter, because in my opinion it gives the best results when rendering organic forms with lots
          smooth curved edges. Is it possible to implement this?
          As a general question in this direction - is there some documentation about all VRay standalone features, regardless
          of different implementations? This is interesting for me because there are other areas where differences in implementations are present and I try to
          understand what of them are implementation specific and what are VRay's own limitations/features, so I can make the most of it.

          VRay always writes separate file for the alpha channel, regardless of the settings in the Output tab.
          Channels -> Main passes -> SampleRate comes out black.

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          • #65
            Re: V-Ray/Blender 2.57

            Originally posted by zmurdz
            Originally posted by bdancer
            2.57 has been released and I'll try to fix all found bugs this Weekend and update builds.
            Great news!

            Params that need precision correction - I've posted some before, but here are some more:

            Image sampler -> Adaptive DMC -> Color threshold (at least 3 I think)

            (...)

            Other bugs:

            Correct me if I am wrong, but Light cache -> Retrace and Retrace threshold parameters shouldn't be there - there is no mentioning of them in the docs for the light cache, but they are present for the photon map. But Photon map is absent from GI engine options is it not implemented yet?

            (...)
            Lightcache has Retrace option that helps in certain situations, definitely needs to be kept!

            Color threshold... What do you mean? Do you mean default value of 3? That is very high...

            Andrey: I still can't seem to be able to export 16-bit TIFFs. They always autosave as 8-bit images. I'm still getting the crashing problem when using environment maps/HDRIs or backplates (something with having multiple textures for World settings seems to be throwing it off...).

            Comment


            • #66
              Re: V-Ray/Blender 2.57

              Originally posted by zmurdz
              Lightcache has Retrace option that helps in certain situations, definitely needs to be kept!
              O.K., I just didn't know this, can you explain it a little bit more or point me to some docs?

              Originally posted by zmurdz
              Color threshold... What do you mean? Do you mean default value of 3? That is very high...
              I mean precision=3, so it can accept (actually show in the UI) 3 digits after the decimal point, not the value

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              • #67
                Re: V-Ray/Blender 2.57

                Correct me if I am wrong, but Light cache -> Retrace and Retrace threshold parameters shouldn't be there - there is no mentioning of them in the docs for the light cache, but they are present for the photon map.
                You are looking in 1.5 docs and should look in 2.0 docs: http://www.spot3d.com/vray/help/200R1/r ... ghtmap.htm

                But Photon map is absent from GI engine options is it not implemented yet?
                And will not be. Nobody use it for 5 years or more. Use LightCache.
                I could add the UI (cause all props are done), but really think that its useless.

                VRay always writes separate file for the alpha channel, regardless of the settings in the Output tab.
                I'll check it. Could be caused by 1.5 -> 2.0 version changes.

                Channels -> Main passes -> SampleRate comes out black.
                I'll check it.
                V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                andrei.izrantcev@chaos.com
                Support Request

                Comment


                • #68
                  Re: V-Ray/Blender 2.57

                  Hi all!
                  an idea for splash from me..
                  Mesh badly needs reworking - I now
                  Attached Files

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                  • #69
                    Re: V-Ray/Blender 2.57

                    it's hideous! when did you unlearn V-Ray since those last beautiful renders you posted?

                    Comment


                    • #70
                      Re: V-Ray/Blender 2.57

                      Ugh!!..
                      Damn!, you've noticed....
                      Well, hope I will get better back to my usual profile soon.
                      Maybe the birth of my second little bayby boy in February was the break point.. Since then had really little time for in deep works and for thinking too.
                      Thanks very much for the comment!

                      Comment


                      • #71
                        Re: V-Ray/Blender 2.57

                        Fuf pretty busy weekend only some little fixes. Found some other issues myself (like lights in dupligroups...). So I decide to fix everything by little steps. And also blender devs wants to release 2.57a.
                        V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                        andrei.izrantcev@chaos.com
                        Support Request

                        Comment


                        • #72
                          Re: V-Ray/Blender 2.57

                          Hi
                          Seems that i found two things:
                          1. straight UV object and texture stopped working, heres file?
                          http://dl.dropbox.com/u/19725436/vb_bug ... lugi.blend

                          EDIT: If theres UV mapping - tilling should be set to "tile UV" (not to "no tile").

                          2. cant rotate vray wood and seems taht it doesnt react on uv coordinates or changing uv mode:

                          EDIT: bdancer's advise - try disabling 3d mapping

                          mat tests>
                          render tests>

                          Comment


                          • #73
                            Re: V-Ray/Blender 2.57

                            Andrey,

                            have you managed to find out what the bug with the hair is?

                            I tried to resort to rendering it with Blender internal and compositing, but Bledner's camera and VRay's physical camera do not match so compositing is not possible...

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                            • #74
                              Re: V-Ray/Blender 2.57

                              >>have you managed to find out what the bug with the hair is?
                              No.
                              V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                              andrei.izrantcev@chaos.com
                              Support Request

                              Comment


                              • #75
                                Re: V-Ray/Blender 2.57

                                @zmurdz
                                Bdancer asked us(few posts above) to too test/find out what makes that bug with hair - but to be honest i havent checked it propoerly yet so maybe we should first try to figure out when bug occurs, and then ask bdancer to check/fix then he will have a time.
                                Im starting modeling "spring" so maybe this or next week will test hair like I should and know how it really works.
                                Maybe U can post me here or/PM list of things with hair that doesnt work like they should and then i will check them on my build what is happening?

                                @bdancer
                                "Fuf pretty busy weekend"
                                hehe hope they pay U a lot
                                mat tests>
                                render tests>

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