Sorry if a lot of these things have been either addressed, commented on, or already made aware. These are simply notes I’ve taken down while working with the latest stable build of Vray5. These are things I think that are of highest priority for working faster and key features needed at this time. Also preface - this isn’t a list of complaints! Simply my list of things I found that I hope the amazing crew at Chaosgroup can consider in the next build. Very pleased so far with how stable it has run on my machine and very excited for the future.
1.) Solo texture to view in the VFB to view how a texture is mapping onto geometry. Use this feature all the time in all of the other render engines I use and it’s absolutely imperative to have asap.
2.) VFB render size - The ability that other dcc’s have to simply change the resolution only for lookdev in the vfb to a percentage of c4d’s render setting’s set resolution.
3.) vrayRamp node in shader graph. What more can I say here! Need those gradients! Additionally to this one - I use ramps to grade textures. It seems with the vrayRamp node in the traditional stacked materials available in c4d doesn’t operate this way. I love that you can slot textures in separate knots! But is there also a ramp node in Vray that allows to simply grade a texture through a ramp?
4.) Multisubtex in shader graph is a must as well. Additionally to this - is any nodes we can get to have better access to mograph attributes / color / etc.
5.) The vrayLayered node is a little frustrating in that every time you add a new layer it makes that new layer the bottom most layer. I read that this is how it’s intended in the help manual. I can’t help but find that so unintuitive. Usually when you’re building layers of textures or whatever, you start from the base color then add on top of that. This requires me to make a guess at the start of how many layers i’ll need… so I’ll create like 8 layers just so I can build on top of my base layer just to avoid having to re-drag connections to the appropriate ports each time i add a new layer.
6.) Shader graph for vrayMaterial:
- new SSS mode: doesn’t change the parameters to “SSS color” or “Scatter Radius” or “Depth (cm)” - it retains the same parameters as the Translucency options. I’m not sure if it’s simply just the names that aren’t updated but the ports are working properly? Or if the ports are actually incorrect. I was having inconsistencies I THINK between using a Classic Material with SSS and a new node graph with SSS with the same exact properties. (not 100% sure if i was matching my values exactly)
6.) Float arithmetic node can’t be fed into a maxon noise’s scale parameter in the shader graph. Here I was trying to take a value and link it to 4 different maxon noises, but have 3 of them multiplied by a different number for variation and link up their scales to stay proportional.
7.) Ive seen others mention how slow c4d can load with the number of vray materials in a scene. I can say I’ve noticed a slight slow down as well albeit i’ve been working with a very simple scene.
8.) last thing - i know it’s coming just wanna simply say i can’t wait for the command to update all the lights into the scene from the adjustments made in the vfb lightmix. pretty rad feature!
Sorry I know it’s a lot to read but that’s all I have! Thanks for hearing me out and excited for more!
1.) Solo texture to view in the VFB to view how a texture is mapping onto geometry. Use this feature all the time in all of the other render engines I use and it’s absolutely imperative to have asap.
2.) VFB render size - The ability that other dcc’s have to simply change the resolution only for lookdev in the vfb to a percentage of c4d’s render setting’s set resolution.
3.) vrayRamp node in shader graph. What more can I say here! Need those gradients! Additionally to this one - I use ramps to grade textures. It seems with the vrayRamp node in the traditional stacked materials available in c4d doesn’t operate this way. I love that you can slot textures in separate knots! But is there also a ramp node in Vray that allows to simply grade a texture through a ramp?
4.) Multisubtex in shader graph is a must as well. Additionally to this - is any nodes we can get to have better access to mograph attributes / color / etc.
5.) The vrayLayered node is a little frustrating in that every time you add a new layer it makes that new layer the bottom most layer. I read that this is how it’s intended in the help manual. I can’t help but find that so unintuitive. Usually when you’re building layers of textures or whatever, you start from the base color then add on top of that. This requires me to make a guess at the start of how many layers i’ll need… so I’ll create like 8 layers just so I can build on top of my base layer just to avoid having to re-drag connections to the appropriate ports each time i add a new layer.
6.) Shader graph for vrayMaterial:
- new SSS mode: doesn’t change the parameters to “SSS color” or “Scatter Radius” or “Depth (cm)” - it retains the same parameters as the Translucency options. I’m not sure if it’s simply just the names that aren’t updated but the ports are working properly? Or if the ports are actually incorrect. I was having inconsistencies I THINK between using a Classic Material with SSS and a new node graph with SSS with the same exact properties. (not 100% sure if i was matching my values exactly)
6.) Float arithmetic node can’t be fed into a maxon noise’s scale parameter in the shader graph. Here I was trying to take a value and link it to 4 different maxon noises, but have 3 of them multiplied by a different number for variation and link up their scales to stay proportional.
7.) Ive seen others mention how slow c4d can load with the number of vray materials in a scene. I can say I’ve noticed a slight slow down as well albeit i’ve been working with a very simple scene.
8.) last thing - i know it’s coming just wanna simply say i can’t wait for the command to update all the lights into the scene from the adjustments made in the vfb lightmix. pretty rad feature!
Sorry I know it’s a lot to read but that’s all I have! Thanks for hearing me out and excited for more!
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