Corona has a nice ‘custom’ preview, although it’s not tweakable it is better than the default preview. Does this not work on the latest versions of Max? Even something like that would be great.
Fast way to preview LUTs in the VFB without having to load them one by one.
Additive dome light so we can use multiple at once.
That would enable us to paint out the sun for example and put it into another dome light which we could light select / tweak independently.
Even more useful when you use interior or studio hdr’s with multiple lights/windows.
Can’t you just use a composite map?
VrayLightMTL listed in the Vraylight lister. (and a faster VrayLight lister, I have seen scripts that display the used lights in the scene way faster).
Yea for tweaking. But not for LightSelect.
Make Vray Smart to use the needed Geometry samples / subdivs for Motion blur.
Same for VrayDirt and maybe for VrayEnvironmentFog :p.
Option for camera resolution (or ratio) per VrayPhysicalCamera.
Also
Unlock NEAR and FAR clipping from Camera clipping.
Add in convex / concave controls into the vray curvature map so we can choose what values are rendered for either!
Therefore, official Vray implementation would be very welcome.
Looking at the material preview in the material editor is pointless at it is now.
VrayLightMTL in LightSelect element
I would like to bring up more options for the ground projection of the VrayHDRI. This was mentioned here already, and there are some images shown.
What would be a must for this is a value for the scale of the projection, so that we can make it appear smaller. Also, maybe a kind of box mode would be handy to simulate urban streets, tunnels, parking garages etc. For the automotive viz guys, this would be heaven!
Yeah thats what I meant how I now do it, although for paving mostly. But having to tweak the falloff manually depending on the scene or having to add it to every quixel material manually is a pain. Unless Ive missed something the falloff trick only works for 3d displacement which is more ram intensive. So having it in the modifier as a fixed distance would be handy imo.
And reading the probably accurate comments it will be another few years before the bug is fixed, let alone having a decent one. So you agree that chaos should do one then? ![]()
Yeah, that’s already on the “to do” list and will be done. Anything else? ![]()
Best regards,
Vlado
“nice” is quite arbitrary. It’s different, and as far as i am concerned, just as limited as any other shaderball approach.
My post was to mention a feature no one -to my knowledge- used in the fifteen years it was there (you may find a post of mine somewhere on the forum where i share such approach, from ages back.).
It was a rhetorical -and implicit- question on the method itself to point out that it’s old, and it’s severely limited.
Now, debug shading, however, is incredibly useful, doesn’t require guessing from the part of the user, and needs no tweaking whatsoever (what works for SSS may not work for diffuse, or volumes, or speculars, or with the lighting changed ever so much, etc etc.).
So why bother with material editor previews, at all?
At this point we are just collecting the items; there could be separate discussions why they are needed and how important they are, I don’t want this thread to diverge too much ![]()
Best regards,
Vlado
Yep, i wanted to be more precise on the previous post which had bits that somehow didn’t get into writing. End of the debate, as far as i am concerned. Users’ll get both. ![]()
Idea: Improved / reworked VRay2SidedMtl
Reasoning: I’m struggling with this a lot when leaves have bump assigned to both sides. That’s the underlying issue, but it very well might need solid improvements in general. Maybe some lessons learned from creating HairNext shader could be applied here ?
Idea: Dedicated node based V-Ray Shading Editor build around PluginNodes. (VRmat on steroids ?)
1. Could make editing the shaders that are being exported into vrscene user-friendly.
2. Could allow creation of cross platform shading much easier. I know that there is VRmateditor, but it’s not very friendly.
3. Detaching it from software limitations. Allowing grouping, better material preview.
4. Could allow exposing only certain properties to user, allowing for creation complex but user friendly shaders.