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  • #31
    Very cool with the progress, Vladimir.

    I don't have access to the nightly builds for V-Ray for 3ds Max.

    Anyway, I'm thinking about making a post of an Evermotion scene in the MODO gallery to show what is coming, but would you prefer me to wait a bit with that? Maybe it raises to many questions at this point in time?

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    • #32
      The scaling issues should be fixed for tomorrow's nightly build (2015-10-01).
      This fixes :
      - V-Ray material's fog color
      - SSS2 material
      - skin material
      It will also make it possible to combine vrscenes that had a different "system unit" setting in 3ds Max when exported.
      Also the imported scene is rotated so the up direction is correct.
      Here is the previous scene rendered after the changes.

      Click image for larger version

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      You should try the scene you had problems with, it might be fixed after these changes

      Greetings,
      Vladimir Nedev
      Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

      Comment


      • #33
        Originally posted by WilleViz View Post
        Very cool with the progress, Vladimir.

        I don't have access to the nightly builds for V-Ray for 3ds Max.

        Anyway, I'm thinking about making a post of an Evermotion scene in the MODO gallery to show what is coming, but would you prefer me to wait a bit with that? Maybe it raises to many questions at this point in time?
        I am not sure about this to be honest.

        Greetings,
        Vladimir Nedev
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #34
          Originally posted by vladimir.nedev View Post
          The scaling issues should be fixed for tomorrow's nightly build (2015-10-01).
          This fixes :
          - V-Ray material's fog color
          - SSS2 material
          - skin material
          It will also make it possible to combine vrscenes that had a different "system unit" setting in 3ds Max when exported.
          Also the imported scene is rotated so the up direction is correct.
          Here is the previous scene rendered after the changes.

          [ATTACH=CONFIG]26230[/ATTACH]

          You should try the scene you had problems with, it might be fixed after these changes

          Greetings,
          Vladimir Nedev
          Awesome, I will take a look once the changes in the nightly build (2015-10-01) is available.

          Originally posted by vladimir.nedev View Post
          I am not sure about this to be honest.

          Greetings,
          Vladimir Nedev
          No problem, better to wait to everything is done and ready.

          Comment


          • #35
            The texture paths don't function when moving from a virtualized Windows environment (tested both VMWare & Parallels) to OS X (Windows uses backslashes whilst OS X uses forward slashes. It also appears .vrscene makes uses absolute file paths) and there's no option to relink the missing texture on import. Both the virtualized Windows environment and the OS X installation have access to the same storage drives.

            Would it be possible to relink missing textures on .vrscene import? It would be best if this could be done in a single action where possible - a link to the scene files Maps folder. This would be useful not only with virtualized environments but when exporting and re-importing between different systems with different file path setups.

            Cheers.

            Comment


            • #36
              Vlad,

              In the short term can you provide me with the correct syntax for the file path lookup in the .vrscene file on OS X.

              e.g. - the existing .vrscene lookup (when exporting as an ASCII file) is file="U:\3d Stuff\Models\... I'm expecting that to translate to file="/Volumes/4TB%20Book/3d%20Stuff/Models/... but I'm still getting file path errors after running a find replace on the .vrscene ASCII file.

              Many thanks in advance.

              jm

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              • #37
                Vladimir is out of the office right now, but in general you can use the environment variable VRAY_ASSETS_PATH to specify a list of paths where V-Ray will look for textures and other assets. The paths should be listed without quotation marks, and can be separated by the character ':'

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

                Comment


                • #38
                  Originally posted by jonmoore View Post

                  e.g. - the existing .vrscene lookup (when exporting as an ASCII file) is file="U:\3d Stuff\Models\... I'm expecting that to translate to file="/Volumes/4TB%20Book/3d%20Stuff/Models/... but I'm still getting file path errors after running a find replace on the .vrscene ASCII file.

                  jm
                  Hello,
                  you should try replacing the "%20" with "space", so file="/Volumes/4TB%20Book/3d%20Stuff/Models/..." should become file="/Volumes/4TB Book/3d Stuff/Models/...". When the full path to the asset is in quotes there is no need to add additional symbols to represent the space in your folder names.
                  Ivan Shaykov
                  chaos.com

                  Comment


                  • #39
                    Thanks for the replies Vlado/Shalo,

                    Attempted to remove %20 encoding (replacing with spaces) and this didn't work and there appears to be no way to set up global environment variables within Modo for Vray (at least it's not yet documented in the same manner as it is for the stand alone).

                    Either way the .vrscene import function can't function on the OS X version of Vray For Modo the way things stand.

                    Thanks for your efforts.

                    jm

                    Comment


                    • #40
                      Originally posted by jonmoore View Post
                      Thanks for the replies Vlado/Shalo,

                      Attempted to remove %20 encoding (replacing with spaces) and this didn't work and there appears to be no way to set up global environment variables within Modo for Vray (at least it's not yet documented in the same manner as it is for the stand alone).

                      Either way the .vrscene import function can't function on the OS X version of Vray For Modo the way things stand.

                      Thanks for your efforts.

                      jm
                      Yes, I need to do something about image files that cannot be accessed when importing. Not just for Mac OS X, but for the general case when you move the .vrscene file and textures somewhere else.
                      The VRAY_ASSETS_PATH can't help in this case, as currently no MODO image item is created for these image files.
                      MODO just shows a warning message and doesn't create the image map item at all.
                      I will let you know when I have something.

                      Greetings,
                      Vladimir Nedev
                      Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                      Comment


                      • #41
                        Cheers Vladimir. Good to know it on your list of things to do.

                        Comment


                        • #42
                          For today's nightly build (2015-10-07), I've made changes to how the bump amplitude is imported, specifically for .vrscenes coming from Max.
                          Here are two more renders from Archinteriors 33, these are scenes 7 and 8. I think the ceiling in scene 7 rendered pretty bad previously, because the bump amplitude wasn't correct.
                          Fixing this required modifying the V-Ray for MODO exporter, so it can recognize bump maps imported from .vrscenes from Max. The exporter looks for a special user channel called "vraybump_local_bump" (that the importer creates).
                          Note that the bump amplitude of imported materials will be much larger than what you might expect, as when "vraybump_local_bump" is present, the amplitude is no longer a distance in world space.

                          Both scenes rendered with physical sun/sky. Scene 7 originally uses Rectangle, instead of Portal lights, and since Rectangle lights are not imported yet, it has some splotches in the GI on the ceiling.

                          Click image for larger version

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                          Greetings,
                          Vladimir Nedev
                          Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                          Comment


                          • #43
                            For tonight's nightly build ( 2015-10-14 ), I've added support for importing the gamma/colorspace of imported image maps.
                            This will mostly affect older Archmodels collections, as the newer ones have their bitmaps set to gamma 2.2, which is very close to the default sRGB color-space in MODO 801 and later.

                            Greetings,
                            Vladimir Nedev
                            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                            Comment


                            • #44
                              For tonight's nightly build ( the one from 2015-10-15 ) I've added support for importing some more light types from a .vrscene:

                              - sun light (without the sky environment texture, as that's part of the environment, which is not imported yet)
                              - omni
                              - spot
                              - directional (except directional light from 3ds Max, where it can be restricted to affect only a rectangle around the light center, similar to a spot light, which might lead to some huge differences)
                              - IES (the standard IES light from 3ds Max seems to be exported incorrectly to vrscene, when its power or color are changed, the V-Ray IES light should be fine)
                              - rectangle
                              - sphere
                              - dome (not finished, dome is rotated 90 degrees, unit conversion is untested)

                              The light's textures are not imported at all.


                              Here is a scene that has a bunch of lights, it uses a sun light, without a sky texture (environment is black), and rectangle lights on the windows (instead of portals) to simulate the light from the sky.
                              This is from Archinteriors 33 scene 09.
                              The modifications I've made after importing the scene in V-Ray for MODO:
                              - turned off "clamp output" in the color mapping settings
                              - changed "mode" from "Color mapping and gamma" to "Color mapping only (no gamma)" in the color mapping settings
                              - turned off the environment material, so the environment becomes black
                              - turned off EIS from the V-Ray GI tab(as it is not needed for a black environment and can possibly lead to a slightly slower rendering)
                              - turned off the default directional light

                              Click image for larger version

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                              The biggest differences that can be seen compared to the original:
                              - the lamps on the columns are whitish instead of blackish, this is because they use a composite texuture
                              - the projection on the far wall is missing, in 3ds Max this is done using a restricted directional light with a projector map

                              Greetings,
                              Vladimir Nedev
                              Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                              Comment


                              • #45
                                Thanks Vladimir...this is REALLY a great feature...thanks for adding it!!!!!

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