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
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

Paul
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