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  • #46
    Actually I'll be showing Krum's work at EUE tomorrow. I hope I will be able to post the results later here as well.

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

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    • #47
      wow great... thanks Vlado...

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      • #48
        is the EUE talk being recorded.?

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        • #49
          Unfortunately not, but I'll see if I can show you the results separately.

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

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          • #50
            im burning to test it...

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            • #51
              Here is a short video that I did of going through the various LOD levels of a .vrmesh file:
              https://youtu.be/qqlazqBb3eM

              Imagine that in a real render, V-Ray chooses the levels so that the triangles are only a couple of pixels, so you won't really see artifacts.

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

              Comment


              • #52
                i see... so the magic happens during rendering...
                vray will pickup the right LOD based on camera distance...

                i assume this isnt working in the current version..?

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                • #53
                  Originally posted by FSGFX View Post
                  i assume this isnt working in the current version..?
                  No, not yet - there are still a few things left to fix and we can get you a build to test.

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

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                  • #54
                    any news here.?

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                    • #55
                      Yep, if you re-download the latest version of the Mudbox plugin, there is an option to export LOD sets:
                      http://help.chaosgroup.com/vray/misc/

                      Then you need a recent nightly build of V-Ray, which can read and render those LOD sets. If you use the "show whole mesh" option, you can specify which LOD level to show in the viewport with the "preview level" parameter. The "LOD scale" parameter allows you to change the LOD levels during rendering (higher values will load lower LODs).

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

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                      • #56
                        wow thanks.... i will give it a go...

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                        • #57
                          Is LOD Set topology dependence?
                          Deformation of Preview level is reflected in a rendering (Higher) LOD level?

                          OakCorp Japan - Yuji Yamauchi
                          oakcorp.net
                          v-ray.jp

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                          • #58
                            I'm not sure what you mean about the topology dependence?

                            We are not handling the deformation part yet; it is on the "to do" list though.

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

                            Comment


                            • #59
                              I'm not sure what you mean about the topology dependence?
                              It is multiresolution mesh.
                              Deformation of a low level affects a high level. (vice versa)

                              We are not handling the deformation part yet; it is on the "to do" list though.
                              Expected in a future release!

                              OakCorp Japan - Yuji Yamauchi
                              oakcorp.net
                              v-ray.jp

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                              • #60
                                is it possible to get a mudbox 2017 build..?

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