the new RE_Light_Select feature presentation on youtube

Hi,

Just read the RSS news and went on to watch the presentation of this cool feature (http://www.youtube.com/watch?v=VQISe90BzHg). It seems what the presenter did in the PDPlayer is very similar to the Multi-light feature available in Maxwell Render. :slight_smile: Awesome!

Can Vlado or someone confirm that the extracted RE_Light_Select contains the corresponding light or lights indirect contribution? Or if there is a option (check box) to decide if the indirect contribution of selected light(s) is included?

Thanks.

These are just Lighting REs for different lights, nothing that wouldn’t be possible before, the new thing is that you can now render several different lights in passes (before you would have had to rerender for every light (while turning all other lights off) ) . It does not contain any GI information. So even if you would completely darken your Lighting REs, the GI illumination is still present.

Hey, DeadClown,

What you said is abit confusing to me. If the RE_Light_Select doesn’t contain the selected light’s indirect contribution, then it is different from rendering one light turned on at a time for every light because through that one can truly get each light’s full contribution (direct + indirect) only in a very time-consuming fashion.
i.e. for a scene with 50 lights:
Beauty = RE_Light_Select_1 + RE_Light_Select_2 + …RE_Light_Select_50 + GI + REFL
          = (Beauty of only light01 turned on) + (Beauty of only light02 turned on) + …(Beauty of only light50 turned on)

No, sorry for being imprecise. I meant that it ONLY contains the direct illumination, that’s what a lighting RE is made for. It does not contain indirect illumination - neither the old Lighting RE, nor the new Light select RE. And by rendering each light separately I also meant: JUST the direct Lighting, no indirect.

I see. Thanks for the clarification. :slight_smile: I was hoping to see that one can extract the indirect contribution on a per-light basis. It will be fantastic in that scenario.
Sadly then the RE_Light_Select added in Vray 2.0 for Max is identical to the one already implemented in Vray for Maya.

I’m more disappointed that this is the only “include/exclude” feature in Vray… I’d love to see include exclude lists in Materials (for reflections, refractions), in a Complete RE, Reflection/Refraction REs, and so on … so just like what finalRender has since R3. It’s a brutally powerful feature and i love it in fR.. it saves so much render- and setup time

Vlado is working on it, I’m hoping for it in Vray2 sp1 as well as a load of other features which are on the wishlist.

That would be great! Vray 2.0’s feature list isn’t as big as I hoped - RT is nice but I don’t need it. Besides that there are not many great features yet…

Is there anything else in particular that you would like to see implemented?

Best regards,
Vlado

- Some fonction to edit vray render in the backburner for example, like re-assign a light cache or Irradiance path, or just the vrayframebuffer output path without re-open max… It could be usefull…
- The hability to export all the pass in a psd or after fx file automatically (could be great with the new lightselect pass…
- a preview mode for vray displacement
?

+1 for RE light select with indirect lightning. For archviz it would be fantastic. It is so easy in maxwell… :slight_smile: Thanks vlado for the upgrade !

Would be hard to see vraydisplacement in RT?

Besides a whole bunch of include/exclude features (which is the most important thing in my opinion) I’d love to the things like:
1. FOV parameter in the Vray physical cam
2. a Mode in the physical cam to ignore the aperture settings for the FOV (to be able to easily export cameras to compositing packages or to be able to render some passes with another renderer then vray)
3. Atmospheric Shadows checkbox in VraySun and VrayLights

(again the include/exclude stuff… 4. Include/exclude feature for “visible in reflections” in VrayLights. That would be very sweet - so we could light a specific model on a reflecting plane but the plane won’t show the area lights in its reflection. Other way to do it would just be a include/exclude list for reflections/refractions in the material itself, would even be more useful)

This is already in V-Ray 2.0.

2. a Mode in the physical cam to ignore the aperture settings for the FOV (to be able to easily export cameras to compositing packages or to be able to render some passes with another renderer then vray)FOV or DOF? Not sure here.

3. Atmospheric Shadows checkbox in VraySun and VrayLightsIn V-Ray 2.0, there is already an option for VRaySun. While there is no option for the VRayLights yet, VRayEnvironmentFog has an option to affect shadow rays or not.

(again the include/exclude stuff… 4. Include/exclude feature for “visible in reflections” in VrayLights. That would be very sweet - so we could light a specific model on a reflecting plane but the plane won’t show the area lights in its reflection. Other way to do it would just be a include/exclude list for reflections/refractions in the material itself, would even be more useful)If you exclude the plane from the light, the light will not show up in the reflections in the plane. Then you can use another light to light just the plane, if necessary.

Best regards,
Vlado

In the CPU version, it’s not hard. Actually that part already works in Maya to some extent. It needs to be optimized a bit for performance though. It should be available in an update to V-Ray 2.0.

Best regards,
Vlado

That was my first reaction, but there are lots of small improvements all over the place that are really useful. Compare this to Vray 1.0 and it’s a massive step forward, we’re just lucky that Vlado and the team decided to roll out the point upgrades and Service packs with all the new features for free. I don’t begrudge them at all deciding now is the time to have an official 2.0 release, in my view they’ve gone over and above their duties as a software developer providing much more than bug fixes along the way.

There’s still lots of things Vlado has planned which we have been ear-marking for the passed few months whilst we’ve been testing Vray 2.0, there was no way all of these things could be done in time for this release and hopefully we’ll start to see those things coming in Vray 2.1 or SP1.

If enough people shout for a particular feature I’m sure it’ll appear sooner… so keep your eyes on the wishlist forum and give a +1 for anything you agree with.

And on that subject a big + 1 for material includes/excludes and light reflection include/excludes.

@Vlado:

FOV or DOF? Not sure here.

FOV. It’s meant it the following way: If you set a Vray Camera to the same settings as the Standard Max camera it won’t be exactly the same view. This is also even more visible if you change the f-number value. If you set it higher or lower your fov will change (which may be physical correct), and this is not the best thing if you need to export your cameras or do other specific matching stuff. So it would be great if we could deactivate this feature - that the vray cam exactly behaves like a normal 3dsmax camera.

In V-Ray 2.0, there is already an option for VRaySun. While there is no option for the VRayLights yet, VRayEnvironmentFog has an option to affect shadow rays or not.

Yes, but I would love to use Vray lights for other third party atmospherics plugins.

If you exclude the plane from the light, the light will not show up in the reflections in the plane. Then you can use another light to light just the plane, if necessary.

Sure, this is possible, but a whole lot more work to setup. Additionally you need to keep an eye on each and every light. This can be problematic if more than 1 person is working on the scene. Debugging a scene will take a lot more time this way.

Nice to hear that Vray 2.0 has a FOV parameter in the PhysicalCam.. didn’t notice :slight_smile:

This is exactly what you get when you adjust the FOV value in V-Ray 2.0. When you specify the FOV, it says this way no matter which other camera parameters are adjusted. Plus, it matches the FOV of a standard camera with the same value.

Yes, but I would love to use Vray lights for other third party atmospherics plugins.Ah yes. This is different though and doesn’t have much to do with the shadows as such :slight_smile:

Best regards,
Vlado

+1 from me as well, particularly the light reflection exclusions.

wow, just tested the new fov spinner - this is awesome and exactly what I wanted! Great work chaosgroup! :slight_smile: