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  • #31
    Re: VfR4 / VfR3 SR1

    Originally posted by ALTO
    I'm trying VfR4 beta1 but i cannot find any of these options for displacement?!
    Only material displacement, no per-object control....


    ...also what do you mean with per-object environments? I can't find nothing related to this.

    ???
    Did I say object? Sorry, material based is possible now.
    www.simulacrum.de - visualization for designer and architects

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    • #32
      Re: VfR4 / VfR3 SR1

      Originally posted by ALTO
      I'm trying VfR4 beta1 but i cannot find any of these options for displacement?!
      Only material displacement, no per-object control....


      ...also what do you mean with per-object environments? I can't find nothing related to this.

      ???
      Displacement and overridable environments are done through materials currently. They can be found in the maps section of the material.
      Best regards,
      Joe Bacigalupa
      Developer

      Chaos Group

      Comment


      • #33
        Re: VfR4 / VfR3 SR1

        Ok thanks Joe,
        ...but is this a temporary solution or the final one?

        What's the status of Vray per-object panel? (to control GI, displacement, motion blur, hide from camera etc...)

        Thanks

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        • #34
          Re: VfR4 / VfR3 SR1

          Will we get the fur option with the addition of displacement? Some people have posted examples from 3DsMax where they have created realistic shag carpet and grass usign a VRay fur shader. Just wondering if this will be included.

          Comment


          • #35
            Re: VfR4 / VfR3 SR1

            Originally posted by ALTO
            Ok thanks Joe,
            ...but is this a temporary solution or the final one?

            What's the status of Vray per-object panel? (to control GI, displacement, motion blur, hide from camera etc...)

            Thanks
            I think for now we're going to stick with just keeping the displacement, etc, in a material format. We will migrate to the completely separate object panel when we have more per-object things. I think for VfR 1.0 SR1 displacement and environments will be the only per-object features - but we may be able to work a few more in depending on time. But we do plan on moving to a separate per-object panel in the future (beyond SR1).
            Best regards,
            Joe Bacigalupa
            Developer

            Chaos Group

            Comment


            • #36
              Re: VfR4 / VfR3 SR1

              Originally posted by brandonlynne
              Will we get the fur option with the addition of displacement? Some people have posted examples from 3DsMax where they have created realistic shag carpet and grass usign a VRay fur shader. Just wondering if this will be included.
              I believe the VRayFur 3dsmax implementation example is provided with the V-Ray SDK - but I doubt it will be trivial to port it over to Rhinoceros so I'm not sure if that will make an appearance on this round. But I can definitely take a look at it.
              Best regards,
              Joe Bacigalupa
              Developer

              Chaos Group

              Comment


              • #37
                Re: VfR4 / VfR3 SR1

                Joe, if possible, please implement some "invisible for camera" stuff, so that the user can render an interior through a single surface wall. If it is only material based, it's ok. Most, it is needed for "look in to closed rooms" only.
                www.simulacrum.de - visualization for designer and architects

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                • #38
                  Re: VfR4 / VfR3 SR1

                  that is a necessity I think,and would be a great addition !!! ;D ;D ;D

                  Renee

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                  • #39
                    Re: VfR4 / VfR3 SR1

                    Originally posted by Micha
                    Joe, if possible, please implement some "invisible for camera" stuff, so that the user can render an interior through a single surface wall. If it is only material based, it's ok. Most, it is needed for "look in to closed rooms" only.
                    I think this might be possible using our VRaySkp2SidedMtl - make the front side have a simple alpha transparency and on the back side have the actual wall material. I haven't tested it but in theory I believe it should work. If not- maybe we can add some simple functionality to ignore certain parts of geometry.
                    Best regards,
                    Joe Bacigalupa
                    Developer

                    Chaos Group

                    Comment


                    • #40
                      Re: VfR4 / VfR3 SR1

                      It is possible...I will post the tests when the renders finish. I think it might need some tweeking, but we will see...

                      Here is the view from inside the box...The red wall will be invisible from the outside


                      Here is the view from outside the box...The wall is invisible yet still influences the lighting in the box, and appears on the reflections of the ball. Unfortunately the outside surface doesn't bounce any light, which leads to the odd shadows on the ground.
                      Damien Alomar<br />Generally Cool Dude

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                      • #41
                        Re: VfR4 / VfR3 SR1

                        Thanks Joe and Dalomar for figure it out.
                        www.simulacrum.de - visualization for designer and architects

                        Comment


                        • #42
                          Re: VfR4 / VfR3 SR1

                          I'm impressed, what small extra features are included in Beta 2, I never have thought on it. For example the shift lens option for arch viz and the size control of the sun (simulate the haze corona of the sky) are great. Thank you. ;D
                          www.simulacrum.de - visualization for designer and architects

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                          • #43
                            Re: VfR4 / VfR3 SR1


                            No we're following the V-Ray for 3dsmax standard. Which is unlimited distributed rendering. We're going to distribute a spawner package that will be a render slave that can be run on any machine you like. The only part that requires the license is the client ( the one that runs natively in Rhinoceros )
                            [/quote]

                            Hi Joe,
                            So If i will want to render on 2 or more computers, it will not be necessary to have 2 licences of Vray just only will have 2 licences of Rhino, is it clear?
                            Thank you for reply, Smail

                            Comment


                            • #44
                              Re: VfR4 / VfR3 SR1

                              Originally posted by Micha
                              I'm impressed, what small extra features are included in Beta 2, I never have thought on it. For example the shift lens option for arch viz and the size control of the sun (simulate the haze corona of the sky) are great. Thank you. ;D
                              I want beta 2 :'(

                              the more peoples gets with it the faster bugs will be discovered...

                              Comment


                              • #45
                                Re: VfR4 / VfR3 SR1

                                Originally posted by smail

                                Hi Joe,
                                So If i will want to render on 2 or more computers, it will not be necessary to have 2 licences of Vray just only will have 2 licences of Rhino, is it clear?
                                Thank you for reply, Smail
                                Nope - you can run the DR client wherever you want. As an addition, however, I mispoke before. I believe the V-Ray standard now is 10 DR licenses per 1 license. So you can have 10 DR sessions per 1 license. I'm not 100% if we're adopting that V-Ray for 3dsmax change or if we're doing the infinite DR licenses. But we'll make this all clear in our final feature list
                                Best regards,
                                Joe Bacigalupa
                                Developer

                                Chaos Group

                                Comment

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