Hello,
Here's a list of some requests or workflow observations I made while making end product architecture visualizations in Rhino+Vray.
Here are some small things about v-ray in Rhino that would make my workflow a lot easier:
Robert
Here's a list of some requests or workflow observations I made while making end product architecture visualizations in Rhino+Vray.
Here are some small things about v-ray in Rhino that would make my workflow a lot easier:
- emmisive materials don't get proper transparency when I use a png texture with alpha channel in the color slot. I export all background plates as png with alpha channel for correct preview in viewport and I manually create black and white alpha channels for them, which I link to Transparency slot. I would like the transparency to be easily read from the alpha channel.
- camera film size is not exposed in Rhino viewport settings. It is possible to circumvent this with calculating the relative focal length but I would appreciate a way to simply set the desired film size, to get correct FOV, vignetting and DOF.
- When building materials I drag and drop every single texture to the correct slot. A way of importing multiple textures into respective slots would save me hours of manual labour. Similar features are available in blender as addon or in Rhino with native PBR materials. Ideally with a simple pseudo-regex matching to sort the textures correctly.
- the tool to convert .vrscene into Rhino geometry and materials is great, but it fails on multimaterial and some more complex material setups.
- A better control of export files from vfb. The way this is works in Corona vfb is perfect. For example I can set bit depth and whether alpha channel is saved.
- at the moment vrscenes are loaded on the render start and not updated during live rendering. This makes my layout workflow much more difficult as I basically need to restart rendering every 2 minutes. Interactive rendering becomes useful for lighting tests and view finding only. I would like the vrscene instances to be updated live, or alternatively to have an option to update their transforms without having to reload whole scene. With my workflow, instance transforms are the only thing that I need to update live.
- If vrscene instances were supported in Vantage it would be also great!
- talking about the vrscenes, when there are many instances at the end of rendering the Bitmap Buffer Cleanup step takes really long, which makes restarting the scene very cumbersome process. I know this is an issue which has been discussed already. I just wanted to touch on it.
- Sometimes I have a site photograph where I need to render the building in. In such cases I make a very simple scene matching the camera and then I project the photo onto it. Rhino does not have a way to generate UV mapping via camera projection, so I'm using Environment - Screen mapping. This gives me nice reflections and GI on my building. However at the same time I get a strange ghosting effect on the building itself (where the texture should not be visible) as if there was a 10% opacity overlay of the projected texture over the entire image. Maybe there is something I'm doing wrong or the Environment-screen mapping works differently than I understand. In any case integrating a rendering into a projected photo is a common archviz scenario and I don't know how to best approach it with my workflow.
- adaptive resolution zoom. When zooming in vfb the total preview resolution stays fixed but only a portion of the image is rendered. This feature exists in Blender. This way the user can get a good preview of a detail without having to render a tiny region of a huge image.
- persistent export. A way to maintain as much of a scene as possible between render starts. This would speed up exporting and cleanup at the cost of higher memory consumption. This feature exists in Blender.
- Better integration between vray scatter and RhinoNature. I use RhinoNature in most of my scenes. It is not perfect but has some key features like stacking masks, clustering, falloffs, per instance modification (very limited but it's there) and so on. The built in scatter is useful only for very basic situations. I don't know what are your plans on developing scatter, but my point of view is that there are a lot of features missing (some of which are already in RN). On the other hand RN has many rough edges and could be faster and better integrated, letting alone the infrequent updates. As an end user I would benefit from a single complete tool which is both feature complete and technically reliable.
- Asset placement tool. Cosmos assets are great, and fast to use. What is missing is a intuitive placement tool. I could imagine this as a part of Cosmos, but also able to insert customs assets (from browser or blocks). I'm looking at solutions present in recent C4D and UnrealEngine. Dragging to scale and rotate, snapping to base geometry, asset painting...
- Rhino has a great framework/library for simple scripts in python - rhinoscriptsyntax. It is all based on global/static functions, wraps many RhinoCommon features and super easy to use. A similar or compatible way of interacting with vray would be great. Especially for batch management of materials.
Robert
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