V-Ray 3.0 is scheduled for March next year ??

You can see this in the mid of this article.

While SPI has OSL working with Arnold, the Solid Angle version of Arnold does not even support it. But at the show this seemed to be changing. fxguide sought out official confirmation and got it from V-Ray’s Vladimir Koylazov, one of the two founders and key developers from Chaos. He confirmed that not only was V-Ray going to support OSL in the next major release scheduled for roughly March next year, but that they already had it working.

:slight_smile:

“next major release” Doesn’t have to mean 3.0

/Thomas

For the moment, we are indeed planning OSL support for V-Ray 3.0, although it will make it into the nightly builds a lot sooner than that.

Best regards,
Vlado

Everyone’s now going to go completely bananas since they’ve seen the number 3.0 beside the word Vray in a thread title :smile:

Dang you were right. Saw 3.0, went bananas, get the studio all riled up…

What are the implications of OSL support for the end user? What doors would it open up in terms of speed, shaders or quality?

OSL is targeted at TDs who want to implement specific materials. For example, you can implement a custom car paint material, or a custom skin shader with only the controls that you need. So instead of creating a complex system of blend shaders and procedural maps that forces you to jump to many different places to control the shader, you can write a custom one that exposes only the controls that you want. Or you can create a new procedural Noise texture similar to the Bercon maps etc. Since the OSL shaders are not dependent on the modeling application, you can take an OSL shader written for V-Ray in 3ds Max, and use in Maya etc.

Best regards,
Vlado

sound kinda complicated. Will there be complete documentation on this?

Same as above. BIG FAT DOCUMENTATION please. + python support.

You might want to read up here:
http://code.google.com/p/openshadinglanguage/wiki/OSL\_Introduction

There is not so much to document on the VRay side. OSL is (as the name suggests) a language of its own. So i am not sure what you would want to use python for.
Documentation for the language is available via the original distribution.

Regards,
Thorsten

OSL sounds interesting but bring on open exr 2.0!

We have already implemented this too in our internal builds.

Best regards,
Vlado

Ahh good news. Looking forward to seeing it in the nightly builds

Is there any movement on the exr data window being included in nightlies? I’ll be starting another feature with nuke in september and it’d be a huge plus on what’ll be a very frantic job!

If you are on 3ds Max 2012 64-bit, here is an extra tool that allows you to change exr compression, enable data window and add meta data:
http://pich.chaosgroup.com/vlado/vra...tionre2012.rar

There is a short readme inside with installation instructions and descriptions.

If you need it for other versions of 3ds Max, let me know.

Best regards,
Vlado

Heya,

it seems the link got truncated. Also i’d love to see this for 2011 if possible.

Kind regards,
Thorsten

Hi Thorsten,

I think Vlado copied and pasted the post from the thread about exr 2 so it got broken - here’s the link - pich.chaosgroup.com/vlado/vray_downloads/vrayoptionre2012.rar

Thanks a lot John!

I little question : do you have plan to integrate Python to the API (to create Vray plugin for example) ?
My question can be idiot because i do not know if it is possible…(like Maya plugin in Python).

Please don’t release VRay 3.0 too soon! One of the things I really like about VRay (and hate about 3dsMax) is that we don’t get a major release too often, but do get many incremental refinements released as point updates. A full version release every year is not only horrifically expensive if you have to buy a whole bunch of them, but also they tend to be packed with buggy and pointless new stuff. Well, that is if you’re following the Autodesk way of doing things :slight_smile: (I find VRay to have very few bugs compared to 3dsMax)