Sneal Peak: Autodesk updates Nitrous again

I wonder if it will work with VRay

It works with V-Ray materials and lights to the extent that Nitrous can display them, if this is what you mean.

Best regards,
Vlado

All I wonder is that if it will bring new lags and bugs or not.

I don’t care about viewport perf no more… I don’t want UI LAGS !!!

I want vray cam to also show DOF in viewport, like in that example. And be as quick and show correct and clean soft shadows etc from VRAY Lights and Sun etc etc.

Agreed. The lag is way more of an issue. Viewporting lighting is too rough at best anyway- I always find it more deceptive than helpful unless working with max lights, cameras, and materials - which I almost never do.

Its bit longer around but I find out that by ussing shell material and creating max standard materials for viewport and using vray for rendering works pretty well…

I prefer to just rely on RT. It works pretty well most of the time, although I’ll be much happier when RT supports more of the basic functionality of Vray.

This is my point! Why can’t we just use VRay for this?!?!

I think its because there is a mental ray rep inside autodesk that code all those viewport things for MR, and there is no1 from Vray that would do it ?

I dunno tbh, need chaos group answer on this 1 =D

We do have a dedicated guy working on Nitrous support for the V-Ray materials, lights and textures, and we have done pretty much everything that is possible from our end. However some Nitrous functionality is hard-coded (like support for exposure control plugins, dof etc) and there is nothing we can do about it.

Best regards,
Vlado

What about a philosophy of “shell material” or "shading group " in maya? Let us use vray settings but secretly tell max to use mental ray for display that would just match vray settings?

I’ll pass thanks :slight_smile:

If it’s not accurate /the actual thing then it’s likely more trouble than it’s worth. Workaround like that have their uses at times, but if it’s not the actual thing then the room for error is too big. I’d rather just see Chaos use those resources to get RT tuned up to fully match Vray, and then rely on that.

keep in mind, very low-poly models, too.

Exactly.

The next step would be the abilty to use the Activeshade window as a Viewport! Honestly, I think Adesk has it backward here…

-Alan

RT is useful for product viz, and some vfx maybe.

RT is useless for arhviz as the scenes are just toooooooooo big

All due respect, but both points are irrelevant for this conversation. This thread started in a reaction to Adesk’s Nitrous viewport being used for quick-rendering a preview scene and animation with final-rendered attributes -- something that RT/GPU can typically do really well right now, with renderings much better looking than the example!

-Alan

How can you say its irrelevant if you keep hammering on the point that in your experience, RT is much better anyways?
:slight_smile:

So can we leave it at that :slight_smile: Both Nitrous and V-Ray RT have their uses and we try to support them both as best we can.

Best regards,
Vlado