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  • Helpers/Visual Aids

    I had been thinking about this a while back but haven't had the time to write up a post, until today.

    I personally don't think a renderer should be categorized as fast just because it can take raw scene geometry and data and turn it in to a very nice image. What counts just as much - if not more - is how long it actually takes to setup a scene. Now I do realize and accept there is a very large human factor involved in this, and that is how well a person knows the renderers settings etc. but this factor can be minimized greatly.

    Okay, so VRay is very fast and its relatively easy to setup a scene with and get predictable results (regardless of what 3D package you are working in) - but what if we can make those results even more predictable even faster?

    What we need is helpers and visual aids inside rhino to do this, and they need to come in the form of light and camera gizmo's etc. that show light cones that indicate spread, DOF and focus planes for cameras etc. In the event that people are afraid that these will slow down the scene while they are working in it you can have a disable switch in the objects settings that switch the visual aids for that specific object off.

    VRay for Rhino is targeting two major user groups: The people that use VRay in Max and model in Rhino, and those who work in Rhino and want a better rendering solution.

    The first group is going to be the hardest to convince when it comes to encouraging them to stay in Rhino and render because there are some very nice features in Max, mainly the integrated animation tools, a familiar material editor and workspace. You have to offer them more in the way of bells and whistles to convince them to give VRay for Rhino a shot, give them what is lacking in Max - VRay specific visual aids. Have a look at Brazil's light and camera gizmo's at the bottom of this page:
    http://www.splutterfish.com/sf/sf_ge...ies/components
    You have already taken a huge step in giving them something that is not available in max, as far as I know - and I could be wrong - by providing multilayer effects in the material editor.

    As for the core Rhino users, VRay's charm and amazing features will get them onboard but the bells and whistles will make all the difference for those deciding between an alternative and VRay.

    Hope I made sense here, I'd urge others users to weigh in as well and add their comments and suggestions to other VRay specific helpers they would like to see too.


    /BlueShift

  • #2
    Helpers/Visual Aids

    I wholeheartedly agree. VRay for Rhino will evolve over time. For our initial release we want to get as much of the core functionality in there as possible. Future releases will be spent on bring new features and cleaning up existing features. I don't want this to seem like a cop out to your suggestions, its just we cannot wait forever to release 1.0 ( we're already taking longer than we wanted ) We decided that there were some things that we really wanted to have in 1.0. That is why we are adding procedural textures and the material editor and several other changes and additions (based on all of your input ). Basically, all of this stuff will come. I'd say that ASGvis has at least one very good quality (hopefully more ), and that is we really do listen to all of your suggestions. So even if you don't see some of these gizmos / features in 1.0, I can assure you we take your ideas to heart and you will see them in one form or another in the future.

    Wow...I really can ramble
    Best regards,
    Joe Bacigalupa
    Developer

    Chaos Group

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    • #3
      Helpers/Visual Aids

      I understand writing a plug-in to connect an application to another one is an enormous task, let alone coming up with a material editor, you guys have done a great job. I had my own "adventure" in to the whole textures and material coding thing sometime ago, so I know what a pain in the behind it is.

      Keep up the great work!


      /BlueShift

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