A friend of mine is up for a challenge to code a new plugin for 3ds max - a freebie plugin that we would share on our web site.
I thought a great place to start might be a plugin for VRay - some utility to make life easier for all of us. My first thought was a materials conversion utility (since that russian script does not work with new versions of max). But I thought I might do better to ask here for the sort of things you would like to see in a compiled plugin for 3ds max. But, it needs to be something where the first version isn’t too complex/huge, something where we can start with a serviceable plugin that is basic and build it up over time based on your feature requests.
Please post if you have any ideas - thanks!
Jim
___________
Jim Lammers
President
Trinity Animation, Inc.
688 SE Bayberry Lane, Suite 105
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email: jim.lammers@trinity3d.com
cool, more people are getting into the sdk
I also started programming with the maxsdk and vraysdk, it’s kinda hard to fun to do.
idea for helpfull plugins would be great!
one idea i sw on the forum is a dispersion glass shader.
Would be even more nice if you could document the progress of the plugin development
What I realy miss is a Vray material to standard material convertion tool (at least the diffuse chanel) : I use Vray a lot and 80% of my work start with Vray CG images and end with realtime 3d scene.
The problem is that no exporter (vrml, fbx, 3ds etc…) is able to export Vray materials. So before exporting I need to do a very repetitive and uninteresting work : convert by hand each scene materials to standards material:roll:… it’s an hudge waste of time.
Fog - Defined by a density and colour parameter. Both general purpose fog and volume confined fog (custom falloff spline controll for volume fog?). Automatically reacting to vray lights and materials. Non Additive, so it doesn’t brighten up the background seen through it. Must work with full float and physcam setups .
Render Element:
Glare\Glow - One that works like the mental ray one, with customisations for colour spectrums, but also shape controls for use as glitter effects, sparkles etc. (My comping software has ugly glow filters, and I’m sick of making them manually. Full float of course.
Unless these mysteriously pop up in the next sp release.
Enhance VFB - ability to change brightness, contrast, saturation, ISO, Shuter Speed, white balance as well. and many more tweaks.. and glare/glow system to be controlled in it too.. I know its too mutch to ask , and to change per channel intensity, like layer manager in fry render, and to be able to tell in every Light or LightObject in max to be in # layer, and then in VFB to controll glare/glow intensity on every object and layer.
P.S. NEW vray shader maker with custom scene and lights in it for real preview, not this shit in max..
there is no “per channel” intensity for lights. That would be a core extension i assume. Glare/Glow is typical post stuff in my eyes. I’d rather have some things added that cannot be done in post
hmm addition to the vfb are a bit hard, cause the source of the framebuffer is not included in the SDK.
but it should be possible to create a floating toolbar in wich you can adjust settings such as brightness/contrast, etc
i have create some post-process script that will do this (not supporting vray tho) but thats realy slow
Perhaps a fun idea to work out in c++… hmm sound cool.
hmm just had a quick look at the sdk. the information in the vfb is eeasy to access so should be possible! yay made my day
Yep…as it’s part of the Fry core…i didnt say it aint in fry…just that this is not a straight forward thing to implement in vray, and that i am not sure it can even be done as a pure plugin…
sorry for double post, but forgot to upload the second pix, and sorry to post fry render properties here, but my english is not that good to explain what exactly i meen.
Enhance VFB - ability to change brightness, contrast, saturation, ISO, Shuter Speed, white balance as well. and many more tweaks.. and glare/glow system to be controlled in it too.. I know its too mutch to ask , and to change per channel intensity, like layer manager in fry render, and to be able to tell in every Light or LightObject in max to be in # layer, and then in VFB to controll glare/glow intensity on every object and layer.
Some of these items are good - especially the ability to change the White Balance after an image is rendered. I have spent countless hours tweaking White Balances until a still looks semi-alright, only to have to go back in PS to adjust the ‘final’ again.
it can be done in cebas finalflares and it is plugin, why not in vray flares ?? if there is a plugin that can make flares, glow, glare then its possible. and this is external plugin. not ment to be implement in vray as far as i read first post right
Originally Posted by jpl1040 A friend of mine is up for a challenge to code a new plugin for 3ds max - a freebie plugin that we would share on our web site.
you got me wrong it seems. i was referring to the per light tweaking in post. Regarding flares i just stated that i would rather have something not possible in post then something that i can do in post as well. And by no means there is a plugin that allows adjusting individual light levels in post with vray
not light intensity in scene ( how mutch light illuminate obects) , just like in post, lights/ lightobjects to glow more or less and having flare/glare on it and how intense it will be , and to be able to separete them in layers to use diferent intensity and glow/glare size and colors
my main ideia is just to skip the post as mutch as possible for adding glare/glow/flares/WB, If somebody dont have the skills or time, to make PS post, then it will be mutch mutch easy to make ajustments in VFB.
refering to my avatar, glow and glare is added after the rendering.. in fry
thorsten is (unfortunately imHo ) right…
i seem to recall vlado stating that pretty clearly not some time ago…layering lights to adjust their intensities after the rendering is done without rendering independent images per layer of individual lights or gouped lights and adjusting them in a post app wasn t possible regarding the cuurent vray structure.(if i recall corretly, that is)
nevertheless these kind of post-render features, like glow, flares, etc, would be gr8 for me and for plenty of others i guess…so if someone could make a plugin out of this it would be an awesome feature imo!
of course i know that others who have their pipeline set up on some hardcore post processing this is rather pointless…
Don’t know if this could be a plugin or not or how difficult it would be..
But how about a down and dirty post motion blur like the max scanline render has?
I know you can render motionblur in the camera with vray (more accurate but takes too long), or you can render out a velocity channel and do it in post (an additonal step with the advantage of being able to control how much blur), but I still miss the down and dirty motion blur that the max scanline renderer has that only take a couple of second per frame to do.
Ok my turn to ask for the impossiblyically difficultness…
Physically correct 3d lens flare/glare effects using real world lenses and retina properties, including dust, smudges and eyelashes!