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  • VRay RT

    VRay RT is still not working as expected in the nightly builds and the latest official build doesn't work with RT and my scenes at all. Months ago I sent in some scenes where if I changed any standard vray material settings RT would just quit rendering. I'm using a strong variety of nodes and shaders like FastSSS, Blend Materials, Shave and Displacement maps. Perhaps it's a texture memory problem, I don't know. What are the future plans for RT? Will it be replaced by Vray3.0's progressive rendering?

    As you can probably tell I'm rather frustrated Vray 2.x doesn't have very good interactive rendering capabilities by now. Just thought I would express that, as RT is a cool thing until it totally breaks on you.

    Don't get me wrong Vray is a beautiful render engine but the surfacing "workflow" (not the final renderer) is just way too slow compared to other interactive solutions I've used.
    Last edited by jpwestmas; 18-09-2013, 08:50 AM.

  • #2
    Originally posted by jpwestmas View Post
    What are the future plans for RT? Will it be replaced by Vray3.0's progressive rendering?
    We're improving RT (both CPU and GPU) all the time.
    The progressive renderer on the other hand is just different way of working, so it depends totally on you if it is going to replace RT in your workflows or not.
    For now we don't have any plans to replace one mode with the other, they will co-exists.

    Do you have a link to the forum, where you've reported the problems or can you remind us what are the exact steps to reproduce them?
    V-Ray developer

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    • #3
      Originally posted by jpwestmas View Post
      What are the future plans for RT? Will it be replaced by Vray3.0's progressive rendering?
      This has been on my mind for a while now; the shading pipeline of the RT engine is somewhat limited and it's difficult to keep in in sync with the production renderer. However, now that we have progressive rendering in the production renderer already, I'm more and more inclined to switch to the production renderer shading pipeline for the RT engine too.

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

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      • #4
        Okay, sounds like what I will do, I'm pretty frustrated with with the vray workflow for complex texture map shading. It's too slow imo. I sent an example scene file to support today. Thanks for your attention.

        Originally posted by vlado View Post
        This has been on my mind for a while now; the shading pipeline of the RT engine is somewhat limited and it's difficult to keep in in sync with the production renderer. However, now that we have progressive rendering in the production renderer already, I'm more and more inclined to switch to the production renderer shading pipeline for the RT engine too.

        Best regards,
        Vlado
        I use a lot of textures and displacements which tends to slow down the surfacing process when using the IPR. I find it to be a painfully slow process for that even when keeping the sub-D levels low. However the results are quite beautiful once the marathon starts to come to an end. RT is unreliable for such work, it breaks. Been waiting for RT fixes for several months but I don't see any difference. Then throwing in hair and fur into the mix. . .oh boy.

        With Vray, quality tends to be an on/off switch. I either get crap that renders fast or something beautiful that just takes too long to IPR little bits here and there. Progressive rendering is a much nicer workflow ime. I realize I probably don't know all the maya tricks to speed things up without killing the quality too much. I have a hell of a time getting reflections and glossiness to look just right with texture maps. Vray is all about physical accuaracy (I haven 't found many tricks to speed things up and still get a good picture of what I'm doing) so it takes some time to learn how to tame its long winded approach to surfacing.
        Last edited by jpwestmas; 19-09-2013, 01:25 PM.

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        • #5
          I've fixed the issue, will test it some more and will write when it's included in the nightly builds.
          V-Ray/PhoenixFD for Maya developer

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          • #6
            Originally posted by ivaylo.ivanov View Post
            I've fixed the issue, will test it some more and will write when it's included in the nightly builds.
            Great to hear! I'm glad it's not all because of my crazy setups.

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            • #7
              In fact it is because your crazy setups

              You've just happened to trigger a case we've not tested yet or we didn't have a reproducer for it.
              Generally fixing bugs is relatively easy, when you have the exact steps needed reproduce them.
              Last edited by t.petrov; 20-09-2013, 10:20 AM.
              V-Ray developer

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              • #8
                Should be fixed in the last nightly. I was able to reproduce the issue only with blend material + sss2 with bump. Like Teodor sad, such crashes are not difficult to fix, we just need the exact setup.
                V-Ray/PhoenixFD for Maya developer

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                • #9
                  Excellent, thanks guys, I tried it out this morning and all is working great! So it was the BlendMat, VrayMat, FastSSS with Bump combo that broke RT. That's not so weird of a problem. Of course I don't see what you guys see.

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                  • #10
                    Wohohow Vlado, this would be awesome!
                    Would this mean that RT will be the production render with the fact of being able to move things around and it would just update and start again?

                    This would be a major breakthrough...

                    Stan

                    Originally posted by vlado View Post
                    This has been on my mind for a while now; the shading pipeline of the RT engine is somewhat limited and it's difficult to keep in in sync with the production renderer. However, now that we have progressive rendering in the production renderer already, I'm more and more inclined to switch to the production renderer shading pipeline for the RT engine too.

                    Best regards,
                    Vlado
                    3LP Team

                    Comment


                    • #11
                      Originally posted by 3LP View Post
                      Would this mean that RT will be the production render with the fact of being able to move things around and it would just update and start again?
                      It will still render in a progressive fashion (i.e. over the entire image and not in buckets), but generally yes, this is the idea.

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

                      Comment


                      • #12
                        Progressively, of course...

                        Would that mean that all the textures/map/plugins/scripts will work as well? this is the biggest lack to RT IMO.
                        This would be awesome...
                        Trying Vray 3 out, every-time I go back to VRay 2, I feel how VRay 3 is just so much better.
                        Progressive and Bucket size makes such changes! Having the Production render as a progressive render with the ability the change things would be just such a time saver and a production boost...

                        I can't wait to see when you will implement that Vlado

                        Stan
                        3LP Team

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                        • #13
                          Originally posted by 3LP View Post
                          Would that mean that all the textures/map/plugins/scripts will work as well? this is the biggest lack to RT IMO.
                          Yes, but things that require pre-pass won't work.
                          V-Ray developer

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                          • #14
                            Could you give me a example of things that needs pre-pass, please?

                            Thanks

                            stan
                            3LP Team

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                            • #15
                              Irradiance map, Light cache, FastSSS2, photon mapping, etc
                              V-Ray developer

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