Hi,
VB25 is working pretty well at this point, so each time i encountered a problem in last 2 months it was easy to work around it and go on
But finally I've put together a list of bugs / missing features / requests, i post here instead of github to check if these are really missing/bug and to see which of these interest other people too.
I suppose Andrey already knows these well and has his roadmap for them , for me -as env/game artist these are some of the most interesting questions :
-- vray light select render element :
It's one of the coolest feature of v2.0 , outputs a render channel with the contribution of selected light.
It should be part of color channels plugin , but i can't figure out the .vrscene syntax (..the id number for the channel , how to specify the lamp ..)
--material/texture clamping options :
I think Vray has a "clamp" option for every kind texture plugin (or almost) that cuts all values above 1. it would be useful as a checkbox on all textures.
Alternatively .. it would also work to have a "clamp diffuse" and "clamp reflections" in the material panel to clamp the whole material texture stack (in practice it's only important for diff. and ref. )
(Btw.. in case 1 , it would be fine to have clamp affect all channels of a texture ..to avoid cluttering the ui .. it's not as important as the invert checkbox , which i appreciate that is independent per each channel )
Example of where i'd use this : Using advanced blend modes (like ADD ) it's possible to have as result a channel with intensity above 1.
This is normal for bump or displace etc.. but can be bad for diffuse and reflection color if you don't mean to make the material emissive (often i just want to brighten the diffuse or reflections using another map but making sure it doesn't exceed 1.0 )
--Layered material opacities bug ?
It seems that whenever i reduce the opacity of a BRDF (parameter "weight" , to blend it with the one below) all brdfs become transparent ... could this be a bug ? that the weight change applies to all instead of only the current one ?
--Multiple UV channels
UI buttons are there but i can't get it to work , whether it's for using 2 image textures using different uv channels (in same object and material ) or for baking textures (using 1 uv channel ) to another channel.
Is it supposed to be working ?
Btw ..I remember experimenting with the script in 2.49 ..and it was a pain because of vray using 3dsMax conventions (channels are numbered not named , and the concept of "active channel" doesn't exist .. sigh , i hope it won't be too crazy to find a solution )
vertex weight paint to texture
Weight paint groups converted to a gradient texture (black to white and /or opaque to transp. ) could be used as control maps for all sorts of effects. (using it as stencil mostly)
Typical use would be blending rocks and grass textures on a ground mesh , with the bonus of painting vertex group being done per object without needing a bitmap .. in such cases would be a lot easier than using bitmaps.
I have no idea how hard is to implement this ..exporting the mesh data with vertex weight (or is it already there for hair ?)
Similar to weight paint is vertex color paint to color the objects directly ..nice but, imho less important than weight paint.
VB25 is working pretty well at this point, so each time i encountered a problem in last 2 months it was easy to work around it and go on
But finally I've put together a list of bugs / missing features / requests, i post here instead of github to check if these are really missing/bug and to see which of these interest other people too.
I suppose Andrey already knows these well and has his roadmap for them , for me -as env/game artist these are some of the most interesting questions :
-- vray light select render element :
It's one of the coolest feature of v2.0 , outputs a render channel with the contribution of selected light.
It should be part of color channels plugin , but i can't figure out the .vrscene syntax (..the id number for the channel , how to specify the lamp ..)
--material/texture clamping options :
I think Vray has a "clamp" option for every kind texture plugin (or almost) that cuts all values above 1. it would be useful as a checkbox on all textures.
Alternatively .. it would also work to have a "clamp diffuse" and "clamp reflections" in the material panel to clamp the whole material texture stack (in practice it's only important for diff. and ref. )
(Btw.. in case 1 , it would be fine to have clamp affect all channels of a texture ..to avoid cluttering the ui .. it's not as important as the invert checkbox , which i appreciate that is independent per each channel )
Example of where i'd use this : Using advanced blend modes (like ADD ) it's possible to have as result a channel with intensity above 1.
This is normal for bump or displace etc.. but can be bad for diffuse and reflection color if you don't mean to make the material emissive (often i just want to brighten the diffuse or reflections using another map but making sure it doesn't exceed 1.0 )
--Layered material opacities bug ?
It seems that whenever i reduce the opacity of a BRDF (parameter "weight" , to blend it with the one below) all brdfs become transparent ... could this be a bug ? that the weight change applies to all instead of only the current one ?
--Multiple UV channels
UI buttons are there but i can't get it to work , whether it's for using 2 image textures using different uv channels (in same object and material ) or for baking textures (using 1 uv channel ) to another channel.
Is it supposed to be working ?
Btw ..I remember experimenting with the script in 2.49 ..and it was a pain because of vray using 3dsMax conventions (channels are numbered not named , and the concept of "active channel" doesn't exist .. sigh , i hope it won't be too crazy to find a solution )
vertex weight paint to texture
Weight paint groups converted to a gradient texture (black to white and /or opaque to transp. ) could be used as control maps for all sorts of effects. (using it as stencil mostly)
Typical use would be blending rocks and grass textures on a ground mesh , with the bonus of painting vertex group being done per object without needing a bitmap .. in such cases would be a lot easier than using bitmaps.
I have no idea how hard is to implement this ..exporting the mesh data with vertex weight (or is it already there for hair ?)
Similar to weight paint is vertex color paint to color the objects directly ..nice but, imho less important than weight paint.
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