Hi guys,
Just wanna outline the major areas we're having challenges with V-Ray in our VFX work, hopefully that helps:
First, volumes. We need volume sampling shader nodes and custom shader building. Look how Mantra and Arnold work for comparison. Scattering and efficient illumination across volumes is important too - Mantra does it with a separate light that samples volumes and that's ok. We're now rendering these with Mantra.
Second, point volumes. Very often we need to render points with a volumetric shader - dirt, foam, snow, energy etc effects. The scatter volume etc are cool for big pieces of geometry but when we have points with many entries/exits of rays, they don't work. We're now rendering these with Mantra too.
Third, vrscene flexibility. To use it in environment builds and complex lighting scenarios, we need to be able to copy a vrscene to points, do shader overrides, cull primitives from it. Probably USD is the way there, and that's ok.
There's other smaller things but still quite important - the shader nodes are organized in a very messy way that's counterproductive. Using the FB is unstable sometimes, crashes or not-responds.
Thanks!
Just wanna outline the major areas we're having challenges with V-Ray in our VFX work, hopefully that helps:
First, volumes. We need volume sampling shader nodes and custom shader building. Look how Mantra and Arnold work for comparison. Scattering and efficient illumination across volumes is important too - Mantra does it with a separate light that samples volumes and that's ok. We're now rendering these with Mantra.
Second, point volumes. Very often we need to render points with a volumetric shader - dirt, foam, snow, energy etc effects. The scatter volume etc are cool for big pieces of geometry but when we have points with many entries/exits of rays, they don't work. We're now rendering these with Mantra too.
Third, vrscene flexibility. To use it in environment builds and complex lighting scenarios, we need to be able to copy a vrscene to points, do shader overrides, cull primitives from it. Probably USD is the way there, and that's ok.
There's other smaller things but still quite important - the shader nodes are organized in a very messy way that's counterproductive. Using the FB is unstable sometimes, crashes or not-responds.
Thanks!
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