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  • V-Ray for Blender improvements

    Hi,

    so I decided to try out V-Ray for blender since the licence comes basically free with my Max licence, and I use Blender occasionally for some tasks that 3ds Max sucks at. I was pleasantly surprised that it actually somehow works, so I am going to make a thread here about bug fixes and improvements that could eventually make V-Ray for Blender production ready one day.

    So here's what I noticed so far...

    Scary things:
    - Embree is OFF by default :O

    - When Embree is enabled, Low memory checkbox is ON by default, should be OFF by default.

    - It still uses legacy defaults from V-Ray 2 era, namely wrong approach to linear workflow that makes rendering significantly slower. Color mapping mode needs to be set to color mapping only, and sRGB in VFB needs to be enabled by default.

    - At every scene render (export) all VrayVFB settings are completely wiped and reset. Color correction adjustments, LUT, everything. Basically it makes changing anything in VFB completely pointless. And if you keep VFB open and run render again, it won't use that set up VFB, it will open completely new VFB with settings reset.

    - No indication of rendering progress anywhere. Not in VFB, not in Blender, nowhere. You don't see how far your rendering is, how much time has passed, how much is remaining, etc...

    Other problems:
    Defaults in general:
    - If Display mode set to Image Editor causes double rendering, and you are told in quick start guide to set it to Keep UI to prevent that, why not just make it default to keep UI?

    - Max ray intensity is off by default, needs to be on by default

    - Light solver should default to uniform probabilistic in 3.4, adaptive in case you move integration to 3.5

    - Primary GI solver should default to Brute Force, not Irradiance Map

    - Secondary GI solver should default to Light Cache

    - Reflective caustics should be on by default, as V-Ray 3.3 and newer handle them more efficiently, almost for free.

    - Light Cache has wrong defaults:
    - - Retrace should be on by default and set to 2.0
    - - Sample size should be 0.01 by default
    - - Pre-filter samples should be on and default to 20
    - - Use for glossy rays needs to be on by default
    - - Adaptive sampling is deprecated, should not be present in UI anymore. It never worked.

    - DMC sampler noise threshold should default to 0.005

    - DMC tab should be renamed to sampling. V-Ray philosophy from 3.0 onwards should discourage users from ever touching DMC settings.

    - Lanczos filter width should default to 2

    - Max tree depth is now just 60, should be 80

    - Face/level coefficient should default to 1.0, not 2.0

    - Dome Light should have "Dome Spherical" on by default

    - Dome Light should have affect alpha off by default

    Other weird things:
    - There seems to be way too many node spaces: For example there is V-Ray Node Tree space next to V-Ray Node Tree Editor space. What do I make out of that? Couldn't be at least few of those unified?

    - Node editor spaces icons: Having V-Ray Logo slapped over every single icon makes those icons visually hard to read, and therefore they do not save to visual, nor muscle memory. I would make just plain icons without oblivious V-Ray logo over them, to make them easily readable. It took me a while to figure out that the icons actually display earth, light bulb and, uhhh.... a circle... ?

    - There is no interactive rendering in V-Ray for blender, and no way to display environment map in the viewport because V-Ray's implementation of the world map breaks "World Background" checkbox in the display section of properties panel in the viewport. Therefore if I set up dome light, all I can do is to just rotate it randomly, without any visual feedback, launch the render and pray. There should be some way to interactively orient the environment map at least.

    - User interfaces of lights and materials are extremely wonky, with layout appearing more or less random. Important artistic control settings are usually deep down buried under technical settings that should often remain completely untouched unless there is a very specific reason to do otherwise. Once I have some more time, I will create some photoshop mockups of at least how VrayMTL and VrayLights should look

    - There is no render button in V-Ray VFB. Would be good to add one, which if pressed, would call back into blender to launch another render

    I realize it is quite a list, so I hope it's not discouraging too much. I definitely see the potential, so I hope once these things are ironed out, V-Ray for Blender could become production-proof too. As far as I know, V-Ray for Maya started the same way. It had great potential, but it was gathering dust for a while because of lack of users' feedback.

    Lastly, I have a question. I know that Blender's GPL licence is a PITA, but I am wondering, is there a chance that the exporter will become something more than just dumping of .vrscene file on the hard drive and then launching standalone? Something faster that could stream blender scene right into memory without going through the hard drive? Or will it, by the nature of GPL licence be always like this?

    Thanks,
    Ludvik

  • #2
    Thanks if those are Max Vray defaults.

    >>>- No indication of rendering progress anywhere. Not in VFB, not in Blender, nowhere. You don't see how far your rendering is, how much time has passed, how much is remaining, etc...

    Blender System console.
    Click image for larger version

Name:	d0d3d6eabb.png
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ID:	867099
    Win11 Pro 64bit, GTX 970, Standalone version: V-Ray Next 4.30.03,

    Comment


    • #3
      Yes, they are, some of them very, very important

      And I did not notice the console, thanks

      Comment


      • #4
        Thanks for the pointers - I had not realized the defaults are different. Will fix them.

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

        Comment


        • #5
          Originally posted by Recon442 View Post
          - At every scene render (export) all VrayVFB settings are completely wiped and reset. Color correction adjustments, LUT, everything. Basically it makes changing anything in VFB completely pointless. And if you keep VFB open and run render again, it won't use that set up VFB, it will open completely new VFB with settings reset.

          Other problems:
          Defaults in general:
          - If Display mode set to Image Editor causes double rendering, and you are told in quick start guide to set it to Keep UI to prevent that, why not just make it default to keep UI?
          Hi Ludvik, Glad to have you taking a look, the more the merrier!

          You can have vray load a saved vfb preset (in the vfb adjustments panel, the "globals..." button allows you to save everything as a preset.)

          There are indeed a lot of things that should be default. The nice thing in Blender, you can take the startup file that loads when you first open Blender, and make all the changes you need. Then under "File"-->"Save Startup File" allows you to make these settings default when you start a new file.

          Yes, we're all waiting for RT integration

          Hope that helps,

          Andy
          Attached Files

          Comment


          • #6
            > When Embree is enabled, Low memory checkbox is ON by default, should be OFF by default.

            I can't reproduce such a behavior in 3ds max.

            > If Display mode set to Image Editor causes double rendering

            No, it's not.

            > At every scene render (export) all VrayVFB settings are completely wiped and reset. Color correction adjustments, LUT, everything. Basically it makes changing anything in VFB completely pointless.

            Yes, because Blender exporter a scene into the vrscene file, then V-Ray Standalone is called and it's a separate process.

            > And if you keep VFB open and run render again, it won't use that set up VFB, it will open completely new VFB with settings reset.

            It will not even open another VFB - it will start a new Standalone instance.

            > Not in VFB, not in Blender, nowhere.

            In Blender console window.

            > why not just make it default to keep UI?

            Because this a Blender default and is stored in your user startup scene. Set it to "Keep UI" and press Ctrl+U.

            > What do I make out of that?

            Well, editors are used to different contexts https://github.com/bdancer/vb30/wiki/Nodes-Layout

            > Couldn't be at least few of those unified?

            No.

            > I would make just plain icons without oblivious V-Ray logo over them

            Project is open source so you are welcome to do it.

            > and no way to display environment map in the viewport because V-Ray's implementation of the world map breaks "World Background" checkbox in the display section of properties panel in the viewport.

            There is no API in Blender for such things and probably never be.

            > I will create some photoshop mockups of at least how VrayMTL and VrayLights should look.

            You are even welcome to modify the UI template https://github.com/bdancer/plugins_d...DFVRayMtl.json.

            > Or will it, by the nature of GPL licence be always like this?

            The upcoming version will use network communication instead of files.
            V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
            andrei.izrantcev@chaos.com
            Support Request

            Comment


            • #7
              > and no way to display environment map in the viewport because V-Ray's implementation of the world map breaks "World Background" checkbox in the display section of properties panel in the viewport.

              There is no API in Blender for such things and probably never be.
              I think you can do a workaround where you can add a dummy non-rendering dome that you can map with your env. that can be visible in the viewport. Then use that object's rotation to drive the vray map rotation. I think someone had a thread about it a while back, I'll see if I can find it.

              Comment


              • #8
                Originally posted by bdancer View Post
                > When Embree is enabled, Low memory checkbox is ON by default, should be OFF by default.

                I can't reproduce such a behavior in 3ds max.

                > If Display mode set to Image Editor causes double rendering

                No, it's not.

                > I will create some photoshop mockups of at least how VrayMTL and VrayLights should look.

                You are even welcome to modify the UI template https://github.com/bdancer/plugins_d...DFVRayMtl.json.
                Hi,

                The default is indeed disabled by default in Max but enabled by default in blender. What it's supposed to do is to reduce memory consumption at the cost of performance. Such setting should never be on by default and should be activated manually only when you start running out of memory:
                Click image for larger version

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                Regarding Keep UI, this is what the quickstart guide says:
                Click image for larger version

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                I know I can customize my Blender any way I want and save that as a startup state. In fact, my Blender is already heavily customized. The thing here is that most of the users who will be new to Vray in Blender won't know all these things. That's why sensible defaults are important.

                As for the Icons, yes, I can create a better set. If I did, would you include them in the official Blender for Vray build? If not, what would be the point? I am not thinking just about myself here, I am thinking about all current as well as future new Vray for Blender users.

                And when it comes to the material layout, I am not a programmer. I guess I should be able to figure out how it works in two or three evenings, but if answer to any usability concern of Vray for Blender will be "It's open source, code it yourself", then I don't really see Vray for Blender growing any significant userbase in future

                Comment


                • #9
                  > Regarding Keep UI, this is what the quickstart guide says

                  It won't render 2 images, it will just send the final image to Blender. I'll notify doc team to remove this.

                  > If I did, would you include them in the official Blender for Vray build?

                  If all the users will like your icons, sure, why not.
                  Currently we don't have plans to make a new icon set.

                  > And when it comes to the material layout, I am not a programmer.

                  Luckily layouts are just plain json text files.

                  > but if answer to any usability concern of Vray for Blender will be "It's open source, code it yourself"

                  I haven't said that I won't fix the stuff you've mentioned (actually everything you've mentioned is already fixed).
                  The thing about open source is that you could help by contributing and don't wait for resolution or suggest ideas and wait for resolution.
                  Last edited by bdancer; 22-03-2017, 05:37 AM.
                  V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                  andrei.izrantcev@chaos.com
                  Support Request

                  Comment


                  • #10
                    Originally posted by bdancer View Post
                    > Regarding Keep UI, this is what the quickstart guide says

                    It won't render 2 images, it will just send the final image to Blender. I'll notify doc team to remove this.

                    > If I did, would you include them in the official Blender for Vray build?

                    If all the users will like your icons, sure, why not.
                    Currently we don't have plans to make a new icon set.

                    > And when it comes to the material layout, I am not a programmer.

                    Luckily layouts are just plain json text files.

                    > but if answer to any usability concern of Vray for Blender will be "It's open source, code it yourself"

                    I haven't said that I won't fix the stuff you've mentioned (actually everything you've mentioned is already fixed).
                    The thing about open source is that you could help by contributing and don't wait for resolution or suggest ideas and wait for resolution.
                    Okay, sorry then. I understood it the wrong way. This is actually quite motivating. Once I find some free time, I will try to crunch the .json file and will be more than happy to contribute

                    Comment


                    • #11
                      > will be more than happy to contribute

                      Great =)
                      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                      andrei.izrantcev@chaos.com
                      Support Request

                      Comment


                      • #12
                        Originally posted by bdancer View Post

                        > And when it comes to the material layout, I am not a programmer.

                        Luckily layouts are just plain json text files.
                        Hey, that's great to know! I may dig into that too, there are some specific things that have been bugging me, and it sounds like it's more approachable to a non-programmer user.

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