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What can Arnold do that VRay cant?

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  • #16
    Big thank you again Sebastian. Debugging and isolate mode in frame buffer with good Vray utility nodes is much needed for efficient lookdev and it can save artist time. I can wait for final render but I am less patient about seeing the changes I made. Also, nowadays, artists learn to peek through noise to visualize the result. I am totally fine with noisy but faster response.
    always curious...

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    • #17
      Cheers jasonhuang!
      I'm with you there - faster response is crucial!
      Sebastian Lauer
      IMDB

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      • #18
        This is very valuable feedback. We'll put all of these features on our to-do list.
        V-Ray for Maya dev team lead

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        • #19
          Thanks Mihail! Sounds promising!

          Btw.:
          I just stumbled over this one in the world wide web:
          http://artofbeat.com/azogs-bane/

          Haven't tested it yet and the author mentions some bugs, but it actually looks really good from the screengrabs!

          What I like is the ability to add and reorder Layers and it looks like as if the lowest layer is actually at the bottom.
          Additionally there is a turn on/off switch for each Layer which is super handy I suppose!
          So it looks like it actually behaves very similar to Photoshop and that's probably a good thing I guess
          This is a collection of works from Beat Reichenbach, a visual effects generalist.
          Last edited by selavfx; 28-08-2017, 02:45 AM.
          Sebastian Lauer
          IMDB

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          • #20
            Maya mash instances working with vray proxies in IPR mode would be great.
            Maya 2018 - Vray 3.6 - PhoenixFD 3.00.02 Beta - Win 7 -

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            • #21
              selavfx, good find Sebastian.
              Mihail.Djurev
              This is very valuable feedback. We'll put all of these features on our to-do list.
              Glad it finally got devs attentions. We really need the isolate selected mode available in VFB to be able to reflect shading effect based on selected shading node in hypershade/node editor or whatever editor that Autodesk will introduce for shading during lookdev. The debugging modes are essential but I would put the isolate selected on top of debugging mode IMHO.
              If you need reference video that shows the feature in action, just let me know.

              cheers,
              Jason
              always curious...

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              • #22
                is isolated selected similar to hooking up the hypershade solo mode?
                e: info@adriandenne.com
                w: www.adriandenne.com

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                • #23
                  No, they are different. You get shading effect of solo-ed node in Hypershade on preset geometry (like teapot etc. that are provided by Maya) whereas the isolate selected mentioned here is something like in this video (starting 10:42). https://youtu.be/4RIiMRgNpB4?t=10m40s where you get to visualize the shading effect of a selected node and ONLY the shading effect up to that node in the shading tree directly on the shaded object that has the end shading node assigned to. It really helps when you dial in texture patterns, check a specific spec lobe without mixing other shading effects that come from other sub-trees of the shading network. With responsive IPR, it really facilitates look-dev process or helps figure out efficiently what when wrong in the shading tree.

                  Last edited by jasonhuang1115; 29-08-2017, 06:57 PM.
                  always curious...

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                  • #24
                    ignore this....
                    Last edited by francomanko; 29-08-2017, 10:29 PM.
                    e: info@adriandenne.com
                    w: www.adriandenne.com

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