Announcement

Collapse
No announcement yet.

few V-Ray for maya suggestions/improvements

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • few V-Ray for maya suggestions/improvements

    Hello,

    I would like to suggest a few small workflow improvements for vray in maya.

    - At present, when you work with environment override in vray render globals, its not possible to check/uncheck to use a specific channel for override. In 3ds max, you can check to enable gi environment, reflection/refraction environment separately. In this case vray in maya requires a user to disconnect a texture from each slot which is not very desirable.

    - In the motion blur of the camera section, when you change the shutter efficiency to 1.250 it resets the value to 1.0

    - Can the anisotropy rotation parameter be changed to something thats more of a degree based. Currently its hard to understand what a rotation of 0.225 does, according to shader preview it rotates more then 90 degrees. A more clear interpretation would be great.

    - For the sss section of the vray material currently the thickness is set to a very high value which has no real world correlation. It would be great if that value would be in some units or something that a user could understand.

    - Ability to auto connect vray environment placement texture to the texture file input uv coord when user selects - default from the drop down.

    - Would be great to have some HDR specific controls. Specifically like an HDR loader in 3ds max, with exposure and others.

    - When you connect a material to material for render curve, it connects out color of the vray material. Can the connection be from the shading group instead. The shading group can support material override as well as other operations.

    - In the vray blend material, the first name of a coat material is - Coat Material 0, but the name of the blend amount is Blend Amount. It needs to be Blend Amount 0.

    - In the vray material the first slot is called - Diffuse Color, but the next slot is called Amount, even though its proper name is Diffuse Color Amount. Same goes for Reflection/Refraction Amount.

    - In 3ds max, vray material has a brdf section, where a lot of the parameters are placed, such as anisotropy, fix dark edges etc. In maya those options are a bit scattered around. Would be great if they were more organized in one place like in 3ds max.

    - The same would go for the options. In vray for maya material the option roll out has 2 attributes, where as in 3ds max there is way more. I know some of those options are not implemented yet but would be great to have them placed there when they are.

    - Ability to control the Bump map intensity when a normal bump mode is selected.

    - Ability to control fresnel in fast sss2 material (enable/disable and fresnel value). At present I do not see a control for fresnel and it looks like its enabled but no options to change it.

    - Have individual weight controls (amounts) per each of the sss layers. Currently you only allow to have diffuse amount. But would be great to have each control individually.

    - Fast sss2 material to have opacity.

    - Ability to store the calculated SSS map into a file (without use of irradience map or any gi)

    Thanks!

    More to come...
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name
Working...
X