This page contains some images with the stuff we’ve playing with lately; maybe you’ll find it interesting ![]()
http://www.vrayrender.com/stuff/raycaster/
Best regards,
Vlado
This page contains some images with the stuff we’ve playing with lately; maybe you’ll find it interesting ![]()
http://www.vrayrender.com/stuff/raycaster/
Best regards,
Vlado
:shock: :shock: :shock:
oouah amazing !!
Great job Vlado
good week-end
Vince
Ha ha cool… that hairy thing looks like my mates girlfriend :lol:
This goes beyond cool.
Uber Cool ? ![]()
“not rendered in 3DS MAX”, does this mean that version 1.1 is totally stand alone ???
I know of a lot of new users if it was ![]()
No its not standalone. Its just that we use the VRAY engine outside MAX to develop and test and then introduce move the code to MAX…
Nope. But the dynamic raycaster (like most things in VRay) was developed outside of Max; this will make it easier to add it to the standalone version too.
Best regards,
Vlado
Interesting ![]()
Amazing stuff ![]()
Gonçalo
Ok obviously there is a lot of geometry being rendered here, but is V-Ray generating it all on the fly?
in this situation - yes. I can be pre-generated and stored somewhere as well.
Some things remain permanently in memory, while some things are (re)generated on the fly. The hair description, for example, stays in memory, while the actual geometry produced by that description is generated on the fly.
Best regards,
Vlado
UBER WOW :shock:
-dave
Very cool! ![]()
But what is all this good for? fur engine? advanced displacement? what is the idea?
/Thomas
The original idea was to render large scenes with many millions of polygons, cached to disk or generated on the fly. A second goal was to use that to render hair (for example, defined by Shag:Hair), displacement (for example, RGB displacement) and other procedurally defined geometry (maybe render-time mesh smooth and things like that…).
Best regards,
Vlado
Are you talking about somthing similar to Rib-Archiving? if so it would be great. It is a really good way to render very large scenes such as a city filled with high res buildings.
great. looking forward to it.
btw… did you receive my mails ?
The original idea was to render large scenes with many millions of polygons, cached to disk or generated on the fly. A second goal was to use that to render hair (for example, defined by Shag:Hair)
groovy stuff. so the fur objects are just instanced, you still need shag to animate it?
groovy stuff. so the fur objects are just instanced, you still need shag to animate it?
Maybe we’ll have some very simple fur generator in VRay, but for more complex stuff you’ll need Shag:Hair. It has much more precise control over the shape, placement and color of hair strands.
Best regards,
Vlado