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some wishes :-)

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  • some wishes :-)

    Hey its me again.

    We are currently working on some new project with Maya and VRay.
    Right now we are in the developement stage.

    During our tests we ran into some limitations of the passes system with VRay.
    For carshading it is necessary to use the blend material for the different shaders which are needed to create the effect of a painted material.
    So my question is.
    1. Would it be possible to add a renderlement which supports for example the output of the clearcoat material from our carpaint shader? So that I can have the rawreflections of the clearcoat as a separate renderelement.
    2. Beside the additive mode could the blend material also support screen, multiply etc?

    One other nice thing to have would be an extra renderelement for the primary and secondary GI bounces. This would make bugfixing and renderimprovement a lot easier

    That last thing is a big one. I know that vray still doesn´t support the baking into vertex colors, but it would be nice to have this information stored like a particle cache. So if you create a vertex color it should not be stored directly with the maya scene. Instead it should be saved as an extra file that is only loaded at rendertime. That would keep the filesize a lot smaller.

    Thats it for now Thanks in advance

    Paul
    VFX Supervisor @ www.parasol-island.com personal website www.dryzen.com latest reel http://vimeo.com/23603917

  • #2
    Hello Paul,

    1. You can use the "Material Select" render element to extract any of the sub-materials of a VRayBlendMtl material into its own element.
    2. This is not possible unfortunately, at least not in the same way that you want it, since those modes are, for the most part, not physically plausible. The multiply, screen etc modes would require all the materials to be calculated separately, with a pass through all lights for each material, and then blended in some way. V-Ray does not work in this way though - the materials are blended in one pass through the lights.
    3. Hmm, I'm not really sure how that would look; a way to do something similar is to use a dome light. Its contribution will end up in the lighting element, and everything else - in the GI element.
    4. For the vertex baking, this is actually what we are doing with the spherical harmonics - they are per-vertex and stored in separate files.

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

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    • #3
      Hi,
      I also would like to see a car paint shader, with control on the metal flake (size, reflection), depth of the paint, possible colour change with view angle, control of the colour where lit...
      Have a look at this image ( http://www.egmcartech.com/wp-content...ide_main_a.jpg ). I found it difficult to recreate this paint, as it has a lot of depth into it.

      Thank you,

      Yannick
      Portfolio: http://www.cgifocus.co.uk

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      • #4
        Fast answer as usual!

        Thanks for the hint with the material select. I never new how to use this, now i know!
        Now with this possibility we can easily do the needed effect im comp, or maybe our shading guy is forced to change some settings in his shader
        I will try the thing with the domelight! I only have the problem that the domelight produces a lot of grain in the shadows. Is there a good way of reducing this other than increasing the samples to exremely high values?
        Cool, I will try them right away. One question, they will work too if I move my object around or convert them into a vray proxy?

        Paul
        VFX Supervisor @ www.parasol-island.com personal website www.dryzen.com latest reel http://vimeo.com/23603917

        Comment


        • #5
          Originally posted by paulDryzen View Post
          Is there a good way of reducing this other than increasing the samples to exremely high values?
          Not right now, but you can use the "store with irradiance map" option (if you are using the irradiance map, of course).

          Cool, I will try them right away. One question, they will work too if I move my object around or convert them into a vray proxy?
          Well, we haven't hooked up the rendering part yet, just the baking But yes, they will work if you move the object around (although of course, the contact shadows on other objects will stay behind). Whether it will work for proxies is a good question. Perhaps not initially, but it can certainly be implemented.

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

          Comment

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