Announcement

Collapse
No announcement yet.

VRayScatterVolume on GPU/RTX

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

  • VRayScatterVolume on GPU/RTX

    Is this still on the roadmap? I heard some estimates for by the end of last year, but nothing since.
    Thanks!

  • #2
    Hi Howie,

    Yes, it is still on the roadmap - I've bumped its priority additionally, will let you know when there is any movement on it.
    Nikoleta Garkova | chaos.com

    Comment


    • #3
      Any movement on this one?
      Also, I'm wondering if this is equivalent to the volume shaders in Corona? I'm really looking for a way to do planetary clouds and volumetric effects that don't require VDBs or volumegrids.
      Thanks!
      Last edited by HowardDay; 27-11-2021, 12:10 AM.

      Comment


      • #4
        Originally posted by HowardDay View Post
        Any movement on this one?
        Hey HowardDay

        This request has been fulfilled, the new translucency modes (SSS/Volumetric) are based on the volumetric random walk, originally developed for the VrayScatterVolume material, and slightly more advanced
        The new modes perform actual multibounce volumetric light scattering, hence they require closed objects and GI with minimum of 16 bounces(brute force or light cache).
        There is also thin-walled mode, which is also supported in update 2

        Volumetric mode might be useful in your use case, it is used together with Refraction Color to scatter light inside an object as you want to avoid VDBs

        Best,
        Muhammed
        Muhammed Hamed
        V-Ray GPU product specialist


        chaos.com

        Comment


        • #5
          Do these shaders work on the GPU/RTX mode?

          Comment


          • #6
            Yes, in update 2
            Muhammed Hamed
            V-Ray GPU product specialist


            chaos.com

            Comment


            • #7
              but, they do not support 3d procedural/volumetric texturing in any of their slots, so you can forget modulating density or colour within the volume. this is the case on both cpu and gpu.

              Comment


              • #8
                Thanks for the feedback super gnu
                Which parameters would you want to map? Could you please explain more about your workflow?
                we had one request about SSS amount, which is a slider in 3Ds Max and not mappable

                Best,
                Muhammed
                Muhammed Hamed
                V-Ray GPU product specialist


                chaos.com

                Comment


                • #9
                  well ive already discussed this in a couple of other threads, but the ability to map the density or colour throughout the volume would be very nice. as it is, the density map slot on scattervolume (a volumetric property on a volumetric shader) only affects the density on the surface.. which, given the scattervolume isnt even used for surfaces, is nonsensical.

                  an example... planetary atmosphere. distance tex to reduce density the further we get from earth. does not work.

                  doing clouds using a piece of geometry to define volume, then procedural maps to break up interior... nope..

                  ice, with clear sections and cloudy sections.... nope!

                  marble, with coloured and translucent veins ruinning through it...nope.

                  in fact as it stands, only totally homogenous materials can be simulated. and the map slots are essentially useless for volumetric work.

                  the only tool (apart from volumegrid) that has proper volumetric texture sampling is vray environment fog, and that lacks all the other sss controls and is very slooow.



                  Comment


                  • #10
                    Originally posted by super gnu View Post
                    ice, with clear sections and cloudy sections.... nope!

                    marble, with coloured and translucent veins ruinning through it...nope.
                    Could use some distorted geometry inside the volume for these 2 examples, it gets the job done with the current SSS models
                    I will talk to the developers about your request and see what is possible. Which rendering engines did you use for the examples above?
                    Muhammed Hamed
                    V-Ray GPU product specialist


                    chaos.com

                    Comment


                    • #11
                      Originally posted by Muhammed_Hamed View Post

                      Could use some distorted geometry inside the volume for these 2 examples, it gets the job done with the current SSS models
                      I will talk to the developers about your request and see what is possible. Which rendering engines did you use for the examples above?
                      i didnt produce these examples.. i merely wish the texture slots for volumetric properties of volumetric materials sampled volumetric textures, volumetrically... i would consider map slots which only affect the surface of a shader specifically not designed to shade surfaces, a bug.

                      Comment


                      • #12
                        Thanks for explaining that, I will talk with devs and see what is possible

                        Best,
                        Muhammed
                        Muhammed Hamed
                        V-Ray GPU product specialist


                        chaos.com

                        Comment


                        • #13
                          Originally posted by Muhammed_Hamed View Post

                          Could use some distorted geometry inside the volume for these 2 examples, it gets the job done with the current SSS models
                          I will talk to the developers about your request and see what is possible. Which rendering engines did you use for the examples above?
                          Sorry, I know this is an old thread, but these issues remain to this day. Specifically for planet atmospheres, which is something that comes up a lot, Vray still can't properly do it. What we need is a way to alter the density of the medium based on distance to a reference object. Ideally with a customizable curve so the density can decrease in a non linear way.

                          Corona can do it fairly well cause both its volume material and the distance node work in three dimensions. But I don't want to have to pay for two different renderers, and Corona has its own set of issues (No GPU, no proper UDIM support, no ACES, etc)

                          I should also say, the fact that vray doesn't have a true volumetric shader is weird to me. There's no way to model the shape of a cloud and use a shader for its material if I need to. The only way to do it is by simulating or importing a VDB. If we had such a shader, then at least we could use OSL to solve the atmosphere and clouds on planets (Which are also an issue. At the moment I could get by with fastSSS but it's not the correct solution)

                          Comment


                          • #14
                            Originally posted by ViperCGI View Post

                            Sorry, I know this is an old thread, but these issues remain to this day. Specifically for planet atmospheres, which is something that comes up a lot, Vray still can't properly do it. What we need is a way to alter the density of the medium based on distance to a reference object. Ideally with a customizable curve so the density can decrease in a non linear way.

                            Corona can do it fairly well cause both its volume material and the distance node work in three dimensions. But I don't want to have to pay for two different renderers, and Corona has its own set of issues (No GPU, no proper UDIM support, no ACES, etc)

                            I should also say, the fact that vray doesn't have a true volumetric shader is weird to me. There's no way to model the shape of a cloud and use a shader for its material if I need to. The only way to do it is by simulating or importing a VDB. If we had such a shader, then at least we could use OSL to solve the atmosphere and clouds on planets (Which are also an issue. At the moment I could get by with fastSSS but it's not the correct solution)
                            distance map does work with volume grids.
                            https://forums.chaos.com/forum/v-ray...10#post1156110
                            Last edited by piotrus3333; 06-05-2024, 11:44 PM.
                            Marcin Piotrowski
                            youtube

                            Comment


                            • #15
                              Originally posted by piotrus3333 View Post

                              distance map does work with volume grids.
                              https://forums.chaos.com/forum/v-ray...10#post1156110
                              I'm not sure how that's supposed to help. The amount of voxels I'd need to use to get a good resolution shadows would be prohibitive I think. This should all be possible using shaders in spheres. Again, Corona can do it. I don't understand why we are so limited in Vray

                              Comment

                              Working...
                              X