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Thanks Out of curiosity, is there a particular feature you are most looking forward to?
Best regards,
Vlado
Big THANKs for asking, Vlado. It would be great to see all the new Vray 2.0 features implemented in Maya.
I would love to see an improved Light_Select render element that can extract the indirect lighting contribution on a per light basis. From the discussion I did with another memeber here, the current RE_Light_Select seems not capable of doing that yet.
The dynamic loading tiled EXR is great too.
Big THANKs for asking, Vlado. It would be great to see all the new Vray 2.0 features implemented in Maya.
I would love to see an improved Light_Select render element that can extract the indirect lighting contribution on a per light basis. From the discussion I did with another memeber here, the current RE_Light_Select seems not capable of doing that yet.
The dynamic loading tiled EXR is great too.
I would love to see an improved Light_Select render element that can extract the indirect lighting contribution on a per light basis. From the discussion I did with another memeber here, the current RE_Light_Select seems not capable of doing that yet.
This is correct; it will only be possible with the bidirectional path tracing engine though (or with brute force GI in the regular V-Ray - not sure if we will be able to hack this in though).
The dynamic loading tiled EXR is great too.
As Thorsten said, V-Ray for Maya already supports this automatically, if you specify a tiled OpenEXR file in the File texture; in fact, we ported the Maya implementation to 3ds Max
This is correct; it will only be possible with the bidirectional path tracing engine though (or with brute force GI in the regular V-Ray - not sure if we will be able to hack this in though).
IIRC, bidirectional path tracing is available in the Light Cache, no? So, does that mean the dev team is working on improving the bidirectional path tracing engine such that the above feature can possibly be achieved at some point? (want to have something to look forward to. )
As Thorsten said, V-Ray for Maya already supports this automatically, if you specify a tiled OpenEXR file in the File texture; in fact, we ported the Maya implementation to 3ds Max
It is great to see some features implemented in Maya first.
Congrats on the release! I hope you get loads of orders
Personally, I'm most excited to see how Bloom and Glare will be implemented in Maya. Very handy to have these features for motion graphics work.
By the way, how is the Bloom/Glare information saved out? Is it a separate Render layer?
/Bard www.hellobard.com
Norwegian Broadcasting Corporation (NRK) - Motion graphics artist
I'm most interested in a stable GPU accelerated RT. I've been using RT in cpu mode and it has been of great value in lighting products/cars. Having that tie in with stacked gpu's for fast client sessions is sounding really great to me. The other stuff sounds really fun. Having been on the nightlies on and off, I can say the features I really dig are:
fluid rendering (we've done a lot already with clouds... yes it is slow, but we still like it. Dispersion: It just adds that extra bit of realism in glass renders that make for happy clients. Fur was a great addition. We've used it all over the damned place. Fuzzies on textiles, grass, etc. We would certainly like to see some more control over the fur; but we love the addition. More control over the AO is much appreciated (double-sided).
I don't think I've said this before, but vray's render pass system is so awesome. So simple and useful. I never understood the value in over-complicating the pass "management" the way Maya did with MR.
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