Hello LeoYfver , it is impossible for now to control max mipmap resolution per image. It is a V-Ray limitation, I will log your request in our system, but may take time to be implemented. The blur value in imageFile parameters is some kind of a multiplier for the mipmap resolution calculated from distance between camera and shading point, that's why once you set it up to a certain resolution and move the camera everything is changed, according to devs this is option is developed for look-dev only.
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(done, open) [HOU-1774, HOU-1804] tx mipmaps
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chakarov think its a bit of misunderstanding. It is the filterblur(multiplier) i like but want it also as a global control. so where max mipmap resolution is in the vray rop node there is also a mipmap resolution multiplier. I am also qurious if its possible to raise the filter blur on textures that are on objects in phatnom and matte with post translate. Havent been able to figure that out
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Hello LeoYfver and sorry for my late reply. According to devs it is not possible to do something like this with post-translate script.
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I understand. Is it possible to create something else for it on the rop. in general Our goal is to be able to control things in matte and phantom as much as possible because they take up unecessary ram when we have heavy scenes.
Regards Alexis
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Post-translate or ROP settings is the same kind of things.
Post translate gives the same level of access to plugin parameters as if they were implemented at export time.
If it was possible with post-translate then it would be possible to expose the same with ROP setting.
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understood. Out of curiosity will it work with solaris to do this stuff?
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It's not related to Solaris, Maya, 3dsmax or Houdini: there is no way to control mip-map level per texture/material - only global switch.
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May be I just don't understand the issue exactly...
Basically, I could export any shader for matte / phantom objects, will this work?
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It is possible, its the filter_blur option on the texture. So if i could do for example this pseudo code.
if node in phantom:
____check textures connected to node:
________parm.filter_blur = 5
I also explained previous in the post on what the filter_blur does on .tx files when the filter is set to mipmap
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Ok, but what if the same texture is used in non-matte/phantom object?
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That is a valid question. But not that problematic for us because we dont use the same texture on both phantom and forced. Preferably it wouldnt change the texture but even if it would i wouldnt mind.
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There is getChildPlugins() method: https://docs.chaosgroup.com/vray_app...etChildPlugins
You could combine it with the script from: https://forums.chaosgroup.com/forum/...tte-or-visible
And it may look like this:
Code:import vray from vfh import vfh_utils renderer = vray.VRayRenderer() for plugin in renderer.plugins: if plugin.getType() != 'Node': continue if not plugin.object_properties: continue isMattePhantom = plugin.object_properties.camera_visibility == 0 or plugin.object_properties.matte_surface == 1 if not isMattePhantom: continue vfh_utils.logWarning("Found matte/phantom: %s" % plugin) pLinks = vray.Util.getChildPlugins(plugin, True) if pLinks: for pl in pLinks: depPlugin = pl[2] if depPlugin.getType() in {'BitmapBuffer'}: vfh_utils.logWarning("Changing blur value for: %s" % depPlugin) depPlugin.filter_blur = 20 # Or whatever value you want
Last edited by bdancer; 24-04-2020, 07:55 AM.
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