New feature ideas 3

-Attenuation or falloff control for the vray lights - artistic (not real) way to control the light intensity - I often need it less affecting the areas close to the source alongside with more pronounced effect of the light in further distance.
-not new idea and I know it is on the to do list - BERCON TILES RANDOMISATION CONTROL FOR GPU - or vray native tile texture with bercon features (all kinds brick bonds, planks and parquet patterns with gap/length randomisation and with texture offsets/rotation randomisation - each tile can generate some kind of random index that could be connected with vray uvw randomiser)
-not new idea and I know it is on the to do list - GPU compile time improvement
-as mentioned couple times here - corona color picker

-easy task (I hope :sunglasses:): add a map channel to the VraySoftBox texture.

Decals to have more options for its shape ( like cylindrical/spherical or even to use current surface UV )
Maverick Render seems to have that solved here :https://www.youtube.com/watch?v=YtuDwjThBjs&ab\_channel=MaverickRender

Decals to have checkboxes to affect ( diffuse/reflection /glossiness/bump ..etc ) ,so we can preserve some of the underneath surface property .

Option to output enmesh to real mesh (vrmesh) to preserve rendering on multiple platforms.
(Even better if it is instantiated in vrmesh)
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re-organize vray lights : Dome light as separate object, IES as option for any light type. Right now the actions for situations when we create IES light and then decide to change its type to something like rectangular is a bit overcomplicated.

In the VFB allow for selecting or adding folders to load in the VFB. Right now only the history folder is being read.

As the VFB is being used more and more as a first postproduction tool, it is quite cumbersome if you have a project with many images to load them one by one in the VFB. Also you need to save them out in your history if you want to compare etc…

It would be nice, to be able to select one or more (recent folders) folders to be read and displayed in the ‘history panel’. I would suggest using this panel more as a explorer panel for VRIMGs, witht the ability to switch to the recent images (history) panel as well ofcourse.

Chaos Scatter on mesh vertices mode please , and points of spline mode ,for some regular form scattering. 3ds max built-in scatter can do this , but it is not good to use .

So when in the VFB, using the A/B view slider, currently any layer changes in the VFB, naturally affects both the selected A and B image. I wonder if a way to only have the changes affect a specific image (A or B) would be good, that way you can tweak your layers to match a different image etc.

Yeah I always thought this was strange, it should indeed load both corrections.

Enmesh enhacements:
1. multiple Enmesh modifiers on the same base mesh
2. some kind of overlapping over uvs borders to avoid clipping and visible repeating pattern
3. height % controlled by map
4. maybe Enmesh Map is possible? With ability to masking (changing height %) and mixing diffenrent mesh objects by maps
5. ability to randomly use different mesh objects (similar to VRayInstancer)

Chromatic Aberration Layer in the VFB.

Me too! The color picker in VRay for Sketchup is so great, even better than the Corona’s. I don’t know why they don’t bring this to 3dsMax.

Bring Photoshop’s Lens Blur Filter to VFB. Users can reset the focus point and lens blur effect in the VFB according to VRayZDepth.

Vignette (Darkening the corner) in VFB

Add include/exclude support for layers in more places - we load in geo via xref scene and so we cant use a selection list - I’ve asked for this before on some specific features such as toon, and they have been added, I just think the support should be widened to all areas that currently only use object selections. for example - lights, VrayExtraTex (pretty much everywhere!!)

im probably sounding like a broken record here, but : volumetric texture sampling for volumetric shaders!      makes no sense that , for example, sss2 and scattervolume only sample textures in the map slots in a 2d way, (i.e. only on the mesh surface that defines them) when they are representing 3d volumes. this makes especially little sense for scattervolume which doesnt even have surface representation.

the only volumetric things in vray that are properly volumetric seem to be env fog and volumegrid, and neither of those can produce decent sss effects.

on a related note, some way to do a decent planetary atmosphere is rather lacking, although i imagine if we had 3d texture map sampling as mentioned above, something could be worked out manually. .

look how easy and interactive it can be:

https://blendermarket.com/products/physical-celestial-objects

try doing that in vray, so it works from the surface to space, and with the sun in front/behind. aint happening.

A mask element for the clouds so I can mix a star map at evening scenes without needing to resort to post-production.

Possibly even adding stars/moon to sky map with ability to offset the moon/stars/overide the default Vray star map with a texture.

Please, add automatic BF+BF GI mode for IPR, this gives the user a lot faster feedback.

An actual histogram in the VFB would be awesome.