Announcement

Collapse
No announcement yet.

General Vray features

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

  • General Vray features

    Hi Vladimir
    I have been playing with Vray for a few days now and it is really working great as expected
    I do have a few areas that I cant get to work. I know this is still beta and it might be in the pipeline to be implemented, but it might be nice to know it is on it's way or not possible. (Maybe I am just doing something wrong, please can you correct me then)

    1. Gamma per map file, do we really need to change all maps to .4545
    2. Materials in viewport, it is great that the diffuse map show now, would it be possible in future to get just the material to show? i.e if you have a plain vray material for glass, it still shows the default base shader in the viewport, not the transparent glass material
    3. Segment ID render output saves without Anti Aliasing in vray.
    4. Would it be possible to get better integration with modo textures? I haven't tested all but I could not get the noises, fur or group mask's to work. I know you added the "max" implementation of the procedural but modo have such a nice set, would be really nice to use them. (I know you gave me the work around for the fur in a previous post but clients always tweak and tweak, would be nice to have it as a shader)

    Otherwise, really nice package, thanks !!!
    Regards
    Barend

  • #2
    Hi Barend,

    1. We will fix this, hopefully very soon. For more on this, look at this thread : http://forums.chaosgroup.com/showthr...re-Color-Space

    2. I think this is a limitation of the MODO API. Same thing happens if you use MODO's custom Skin material. You will have to ask The Foundry to improve in that direction.
    I was thinking of adding a special command to create V-Ray materials that will also create a modo material below it and link the diffuse colors of the two.This way
    when you change the V-Ray material's diffuse color, the OpenGL view-port color will also change. It is an ugly work-around though and will work only on the diffuse color.

    3. I need to fix this, I am not using the correct V-Ray render element. Beside the AA issue, V-Ray will write the same color for all materials within an item, whereas MODO has a different color for each material.

    4. This is a bit complicated. If we want full support for all of MODO's procedural textures, The Foundry will first need to implement the API for sampling them as V-Ray is rendering.
    In that case we will have to completely change our DR implementation to run on top of MODO (like we do this in 3ds MAX). Which means you will probably need additional MODO licenses on the render servers.

    If you have a subset of textures that you use because of a particular look they give you, we might try doing our own implementation of them. But that takes time and will probably be left for after the open beta ends.

    Pre-baking the textures is not really an option, since procedural textures are defined over an infinite space. Any implementation we do will break for certain cases.

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

    Comment


    • #3
      Thanks Vladimir

      I think (2) is like you say an ugly work around, I am not sure if it is worth it . It is a pity about the procedural's, hopefully they will change the API in the near future. I don't think it will be a problem to load modo on servers, they don't charge for slaves and I guess everybody have it loaded already to use modo's default network render

      Comment

      Working...
      X