Production render in IPR mode

Vlado, this looks fantastic. Is there a way how we can test it or it will be available when new version came out?

I tried today’s nightly and it’s there but for some reason it’s not updating when click the interactive render button in the vfb. It doesn’t detect any changes in the viewport..

*working in 2017, not in 2015 :slight_smile:

Automatic updates only work in 3ds Max 2017 for the moment; will implement it for older versions too once things are a bit more developed.

Best regards,
Vlado

Looking already great vlado, keep up the good work!

What nightly version is this in? The only folder I see that has a build is 15th @ _26861.

I love the low latency and (seems) also working in bucket mode. I know Maya already moved from RT to IPR, but will this low latency improvement and compatible with bucket feature be rolled into Maya as well?

It depends on how well it works out for Max and what kind of feedback we’ll get :slight_smile:

Best regards,
Vlado

Wow, look great Vlado, can’t wait to try.

I can already tell the feedback is overwhelmingly good…:slight_smile: Let’s get it in Maya, please! please!

I would really like to try this out with one of our heavy poly automotive scenes to give you guys feedback.

Little prep time the time you change frames, or start/restart the IPR, and then you’re golden, no matter the polys.

I’ve installed the latest nightlie on 2017, but I can’t seem to get it working.
What steps are involved in starting IPR?
I’ve set the renderer to Iterative Rendering Mode with renderer to VRay Adv. Is that not right?

Nevermind, I got it working. Thanks!

Vlado,
What is the difference with this and using vray progressive render in the ‘active shade’ viewport?

Very cool!
It currently only appears to refresh on a small number of callbacks - eg :
- camera translations
- timeslider changes
- Material property changes

I assume object and node property changes are yet to be implemented? So far so good though! Loving the fact the rendermask is working so I can just re-render what I want on the fly.

I assume that would be VRayRT you are using, not the production renderer.

It’s actually trivial to create more update callbacks manually (i did so myself for an early version, only very few lines of maxscript), but it’s better to wait for Vlado to finish off what course he’s on already, to avoid needless performance degradation.
It’s been coded for 2017 first precisely because of the new messaging system that Max version has, so let’s see how that performs (overall, for me, quite superbly. in one lookdev session i saved the vast majority of my cursor movement, shortening the session massively, and not getting RSI from clicks and mouse presses.Never a slowdown, hiccup, crash. At most i had to manually stop and restart the ipr when i wanted to change the render settings.).

Hey Lele,
I’m curious about the new callback mechanism in 2017. I can’t see any documentation about in in the 2017 docs. Is this simply under the hood, only SDK or is it also exposed to maxscript?
Cheers
p.

No, it’s all under the hood.
It came about with the reviled ART renderer, and the physical material, as a global push to make the messaging between app and renderer more universal and modern.

In ActiveShade, we are using V-Ray RT, which is in fact a completely different renderer than the regular V-Ray one. While both of them work very similarly with the same rendering core, the shaders are different - f.e. procedural textures are slightly different, 3rd party texture plugins do not work in V-Ray RT etc. With this new implementation, the interactive rendering is done by the regular V-Ray renderer itself, so the result matches 1:1 your final render.

Best regards,
Vlado