My V-Ray concerns -- please tell me I'm wrong.

This glossy Fresnel option… so currently i’m using a falloff curve on reflection map with the fresnel tickbox off, will this potentially be a new method to replace that?

This shared memory problem with dual xeon motherboard has all motherboards on the market or new ones are ok without any problems? I bought two new xeons E5-2630v4 with great SuperMicro motherboard (each cpu has 10 cores, so 40 threads total). I have 64GB, but I dont have a 3D max scene which use more than 32GB, so… will there be some problem when I load up a scene which use more then 32GB RAM?

Does it has to do with the fact that the GGX shader in many different renderers was not doing fresnel inside the BSDF so it was not taking microfacets into account for the fresnel and so when light is coming at grazing angle like in your image the GGX appear too bright? Now it seems every renderer are correcting this collective mistake and Grant Warwick just told me it’s corrected in the latest V-Ray nightly.

I learned about that while watching that Mantra shading tutorial where we can even see an interactive vizualisation of the way fresnel and GGX are working together when the light is coming from varying directions, really cool to see, around 52:00 for the explanation (and comparison of doing fresnel outside or inside the BSDF) and 54:00 for the visualization :

Yes.

Now it seems every renderer are correcting this collective mistake and Grant Warwick just told me it’s corrected in the latest V-Ray nightly.It is corrected indeed, and it will be the default behavior starting from the next service pack.

Best regards,
Vlado

Its crazy how deep houdini is, however this also makes it slow to work in (I’m not a houdini expert) but the fact that you have to spend hours creating shaders its exhausting :slight_smile:

Cool to know Vlado!

And Dmitry, Houdini also has the Disney Principled shader, explained in the same previous video which is ready to use and faster to setup than any shader I think. But if you want to go deep one level (by diving inside the principled shader and playing with the fundamental BSDF), you can, if you want to go deep a second level (by plunging inside the BSDF and playing with even more basic nodes) you can and if you want to go deep a 3rd level (by writing your own basic node in VEX=vector expression as fast as C++ and unique to Houdini or VOP=vex operator= the visual equivalent of VEX) you also can! which is really cool. I love learning Houdini with sideFX masterclasses, it’s like a pure fundamental CG courses I now understand things I used for many years and never fully understood.

Vlado do you mean the stable nightlies?

Nope. Adding this feature to the stable builds will make them automatically un-stable :slight_smile:

Chris compiled more information on glossy Fresnel with some nice exapmles here:
https://labs.chaosgroup.com/index.php/rendering-rd/understanding-glossy-fresnel/

Best regards,
Vlado

Gotcha :wink:

Which sadly means I have to wait but glad that this is coming. :slight_smile:

You won’t have to wait for long :slight_smile:

Best regards,
Vlado

Hello,
Please correct me if I’m wrong, but there’s no way to get an RSS feed from Chaos Group Lab ?

Thanks.

I’m not sure; I’ll ask.

Best regards,
Vlado

Cool. I want an rss feed from them too!

I wonder if we could do the same interactive graphic with the lobes in max as they did in houdini to compare if it’s reacting the exact same way.

Can’t you just add it to feedly or something?

I use Start.me and those worked finally!!! (found the links in the index page source).

https://labs.chaosgroup.com/index.php/feed/
https://labs.chaosgroup.com/index.php/comments/feed/
https://labs.chaosgroup.com/index.php/blog-classic/feed/

Perfect ! thanks jstrob :slight_smile: these links aren’t easy to find !
Works fine with Netvibes.