Is there a list of limitations when using the the vrscene exporter form Max? I am seeing huge differences in render output, It looks like light exclusions may be ignored for one. Not sure Forest Pro is working correctly either.
Anyone have an updated list of issues? I did not seen it in the docs, but perhaps I am not looking in the right place.
That claims light exclusions are supported. Perhaps it was another issue. I just threw a production scene at it and was amazed how utterly different it rendered.
Another production scene seem to be fairing better, though some skinned objects are not quite in the right place.
Yes, the Chaos Cloud supported features correspond to the .vrscene exporter ones. It would be easier if you send us the scene for debugging. Mention your V-Ray build, the engine of choice (CPU/GPU), and this thread in the message.
On a related note, apart from running the max exporter and doing a test render there, is there any way to set standalone as the “default” vray rendering engine in max?
this would be useful when setting up a scene from scratch that you know will be rendered in standalone/cloud/exported to vrscene for other dcc’s.. you would see issues as they developed, and everything could be optimised correctly.
In much the same way as starting a job from scratch using the gpu engine makes things much more user friendly than trying to switch mid-project and diagnose.
yeah i appreciate that, ive been around since the first max betas
i was more thinking of some kind of utility/script which could open some kind of IPR window, or a more streamlined version of what the vrscene export window does, focused on rendering. .. a seperate thing from the main vray interface (or possibly a clone of the vray interface, but exporting to standalone, which could be its own option in the “choose renderer” dialogue..
i mean.. all the other dcc’s have an interface that “talks” to standalone… ive no idea how much work it would be to adapt one of those for max as a separate rendering option… not wanting to cause controversy, but if it had some advantages over the standard max vray renderer ( ive noticed that standalone is sometimes faster) you might find people defaulting to that, and you could finally unify all the dcc’s (not that i dont like max being “special” :twisted:)
i guess the problem would be if its necessary to export a vrscene to get an output, would make standalone IPR pretty.. non IPR, although the other dccs manage it somehow.
@super_gnu How does standalone work in other DCCs? I have not tried… You can literally get IPR with standalone without having to export vrscenes (which is slow for anything complex, like Forest)?
Standalone does render faster in most of my tests, and you can render on linux, which is a big bonus.
Is it possible to render Phoenix with VRay Standalone? Will it handle imported PRT particle files?. I am loading them with Krakatoa’s PRT Loader, and rendering the particles, and using the Phoenix Particle Shader to render them. I don’t see that listed on the compatibility page, but it is not rendering.
I am guessing maybe I need to use a VolumeGrid rather than a Phoenix to load the liquid (mine is liquid, not fire/smoke in this case), but am I able to use the Particle Shader?