Let's build one superwishlist...!

Let’s build one superwishlist that Vlado can save to his harddisk and open when he wants to add a new feature or remove a bug.

I’ve started off with my list, which will grow with your input …

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:arrow: A map channel for the VRay light, to get rid of the self-illuminated object artifacts. I know you can work around it by using the Skylight Portal option of the VRay light in front of a self-illuminated plane, but you still have to cope with the artifacts when using GI. I’d love to have real clean light cast by a map, of course including HDRI maps.

:arrow: More VRay light shapes, like a cylindrical light, a capsule light, a cubical light, a torus light (to simulate ring flash photography), etc..

:arrow: More options for the VRay HDRI map, such as blurring, tiling, mirroring and cropping.

:arrow: VRay material enhancements, like more shaders to choose from (ONB, multi-layer, Lambert, Sheen, Hanrahan-Krueger, …) and some form of shading roughness or diffusion (value and map channel).

:arrow: Speedier blurry refractions and reflections without having to use interpolation. :slight_smile:

:arrow: No more blotches and splotches, ever, with any scene setup. :wink:

:arrow: No more odd reflections when using beveled text with a smooth modifier on top of it (with auto smooth turned on).

:arrow: No more artifacts when two faces happen to be coincident (if possible).

:arrow: Volume caustics.

:arrow: Dispersion.

:arrow: Saturation control for GI.

:arrow: Support for Render Elements, including the new ones in 3ds max 6 (Lighting, Matte).

:arrow: Sunlight portals that let photons only be traced through the portals, to avoid tracing fewer photons for the sunlight.

:arrow: Independent save photon map for each light and an independent multiplier, only mix them for the final rendering.

:arrow: More speed when tracing photons.

:arrow: Extra amount of subdivisions from direct computation added to irradiance map and stored by aa on final rendering.

:arrow: The ability to exclude an object from blocking GI (such as a skyplane or glass windows when reflection is used).

:arrow: Xrefs in DR.

:arrow: Incremental Imap calculation on multiple computers when network rendering.

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Do you think you can have the above done by tomorrow, Vlado? Thanks! :wink:

Cheerio,

/\/\7

cropping hdri’s would be nice as well :slight_smile:

definatly - Ithink with the brazil/splutterfish HDRI plug you can di that …can’t remember though..

paul.

Thanks DP, I’ve put your addition in the wishlist above. Keep those additions coming, guys, so we can build a complete wishlist for Vlado. Easier for Vlado than having to check 100 posts and all comments separately.

Cheers,

M7

Volume caustics and dispersion? I would really love that!! :smile:

Added. Thanks!

Cheers,

Metin

Saturation control for GI for me :smile:

Support for Render Elements, of cousrse also the new ones in 3ds max 6 (Lighting, Matte).

Daniel

Added, thanks!

Sunlight portals to let photons only be traced through portals avoid to trace less photons for sun light;

Independent save photon map for each light and independent multiplier, only mix them for the final rendering;

More speed when tracing photons :smile: (supersonic speed)

Extra amount of subdivisions from direct computation added to irradiance map stored by aa on final rendering;

Gonçalo

the ability to exclude an object from blocking GI (such as a skyplane
or glass windows when reflection is used)

Xrefs in DR

Incremetal Imap calculation on multiple computers when network rendering

Added, thanks!

stable DR with map distributing.

Support for all g-buffers (multi layerd)

/Thomas

In addition to LuKa´s wish: saturation control for GI (color bleeding) on a per material basis.
Subdivision surfaces
Adaptive (microtriangle) displacement
Render primitives, especially metaballs (blobs)

A skin shader (fake but fast 3S-Shader), or compatibility to Max´s native skin shader

AA settings on a per object/material basis.

/Thomas

Fast scanline representation of materials in the material editor.

A more advanced Vray Mat, separate IOR for reflection/refraction, per material environment settings, extra multi-layer specular, and some decent SSS effects. Oh and I second the diffuse value/diffuse map channel not to get confused with diffuse(colour).

Photon Mapping, finish it :wink:

Ok, this is getting too much work to keep adding to my first post. :slight_smile: Let’s just consider this whole topic/thread as the superwishlist. For clearness you could add an :arrow: in front of each wish.

Cheers,

M7

hehehe…it’s turning into a full time job for ya :smile: :smile: - maybe you can get Vlado to hire you as a full time wishList update guy :lol: :lol: :lol:

:arrow: my wish is : add close/middle/far attenuation to the vray light (manually controlabble like max lights)…

paul.

Hehe…ok here goes:
:arrow: Complete render elements support
:arrow: Upgraded shader with fake speculars
:arrow: “Vray Fog” that behaves like real life fog (reacts to lightsources, auto volumelight)
:arrow: Material diffuse controlls like the clever Moodee-shader
:arrow: customizable “depth” controll over shading-tree. (i.e compute GI, but first bypass bump\displacement etc.)
:arrow: Histogram style exposure controll, in logarithmic colour space, instead of the colour mapping, and in a vray VFB that updates in realtime to histogram changes (might be a bit optimistic here :roll: )
Think thats all :stuck_out_tongue: