V-Ray 3.30 official build available for download

Not sure about this one; do you have more specific steps to reproduce it?

Can we get a render timer added to RT? If I set the max time to 5 minutes there’s no way to see how long its been rendering for or telling when it’s finished. Seems logical that the same window used for cpu rendering should be added.Yes, will do that.

It seems like almost everything I use is now supported by RT but will it ever be able to support procedural maps as bump maps? Tiles is the main one I used for anything architectural.Actually the Tiles one will work fine (the RT engine will bake it into a bitmap automatically).

Is it intentional that the default sky model when creating a VRaySun is now Hosek et al?Yes, it is intentional.

I googled “Hosek et al” and it didn’t return anything useful, do you have any info on why this is a better/more realistic sky model than previously used? Just curious.The original paper is here:
http://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie\_SkylightModel\_SIGGRAPH2012\_Preprint\_lowres.pdf

It has some comparison images.

Best regards,
Vlado

[quote="vlado;675300

Actually the Tiles one will work fine (the RT engine will bake it into a bitmap automatically).

Best regards,
Vlado[/QUOTE"]

what resolution does the RT engine bake the tiles map at? since the maximum specifiable texture size is 2048 in the rendersetup, (unless you choose “unscaled”) there doesnt seem to be a way to control it. i ask because i tried to do a tile pattern to do a grid on a curtain, with fine lines. it was obviously not high enough resolution as it was skipping lines in the final render. i was able to avoid this by making a smaller map and tiling it, however for floors etc, monster resolutions are often needed.
[/quote]

Hm, good point. I think the default is 512, but there really should be some control for that.

Best regards,
Vlado

http://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie\_SkylightModel\_SIGGRAPH2012\_Preprint\_lowres.pdf

EDIT: bah, sorry for the double post, my browser stopped at your post, i never saw Vlado’s replies.

Do you guys have the scenes you tested available? I’ve tried 3 of my own so far, and have had no luck of getting render times near what I had before.

The last one I just tried…

Baseline VR3.2 3:32 time. CAD converted to mesh. Very low noise in render. Adaptive 1/50 color .005, noise .002, GI Irradiance + Light Cache.
Test 1 4:22 opening with 3.3, but selecting no to the conversion
Test 2 6:18 opening with 3.3, and selecting yes to the conversion. No resetting of the render settings
Test 3 4:46 opening with 3.3, selecting yes to conversion, and resetting VRay render settings, turn on GI and left at default. Very noisy. Also brighter, noticed reflection caustics is on. Turning off doesn’t change render time much.
Test 4 7:19 drop noise threshold to where it was in other files, and set GI back to Irradiance and Light Cache as it was in 3.2 test. Some parts are cleaner than 3.2 render, but most has more noise. An even noise the across render, like advertised, but the render time is more than double what I get in 3.2.

Not sure what I’m doing wrong. In another test I did that has a lot of forest pack pro instances, and some water, the results were unusable in a production situation if I did a full conversion. Went from 23 minutes a frame in 3.2, to 19 minutes a frame and selecting no to conversion in 3.3 (forest pack areas look to render faster). To over an hour if I select yes to the conversion, whether I reset the render settings or not. Was there any file types that you did have trouble with, that maybe that’s what I’m running into?

If you could share a scene (the 3.2 version) or part thereof which you think is misbehaving, it’d be of help.
Likely, colormapping is different in the SP3 defaults (it’s unclamped linear.) than you had set up for 3.2 (i can think of sub-pixel mapping, and baked colormapping+gamma, if not outright clamping).
Under exactly the same Colormapping conditions, and GI methods, all our tests proved to be faster and cleaner on SP3 than on SP2, or of comparable rendertime (+ or - 10% or so) but with vastly improved light flux and noise distribution for SP3.

This said, it may well be you found a bug, a corner case we didn’t foresee.
What you wrote isn’t enough (at least for me, hey.) to troubleshoot your case.

Nope; however some of them were Evermotion scenes, others were scenes provided by clients and some feedback was also provided by users during the public beta.

Without looking at your scene it’s difficult to say what may be wrong; you may have modified render settings that the conversion doesn’t touch, or you may have other things going on in the scene. Best to send it (or a part of it) to me at vlado@chaosgroup.com so that I can take a look at what’s wrong.

Best regards,
Vlado

Emanuele, I can’t afford rendering DAYS per frame with all default and only noise tresh to touch :slight_smile: I’ve already showed you guys a pic, where everything is noisy, except the moblur, which is pixel perfect, no matter what noise tresh is.

Remember this ?

I don’t remember it, but i don’t think you understand what i am saying, or i ain’t understanding what it is you’re asking for.

Yes, the alpha now WILL be cleaner faster, no matter what.
Before, you’d still have to render for days, for this shot to get a clean RGB, only the alpha would be clean-ish only at the end.
I fail to see how the alpha cleaning sooner adds render time to whatever setup it is you’ve got going for the beauty part.

Just look at the group thread, where I asked about some help :slight_smile: In maya group.

P.S. THe point - that only lowering max aa to smth like 7 I could solve the puzzle. And you’re saing, that I should’t be touching anything there.

No, i said you shouldn’t touch MSR at all, and max AA should be increased ONLY if there’s plenty of red in the sampleRate RE.
But i misunderstood you, it seems: what you have been asking for is QUICKER renders, is it not.
In that case, you are right, i did say you should NOT touch max AA.
Raise your noise threshold to 1.0 and start from there.

I’ll wait for your feedback on it.

Does anyone know why the vraylog window is disabled (greyed out). I like to have this on as sometimes i have DR that doesnt work on some scenes.

In 3ds Max 2016, we use the 3ds Max “Render Messages” window which is accessible from Rendering > Render Message Window…; right-click inside the window to see some options.

I’m not quite sure if this was a good idea or not; it is not a problem to return our own message window if needed. So any feedback towards either option is welcome :slight_smile:

Best regards,
Vlado

Thanks - the only reason why i liked the other one was because for whatever reason, the DR (Slave) wouldnt work (i would get the DR Slave is not responding error). It would give an error with the DR and through trial and error it came down to specific maps or even plugins that might not have been on the slave. No error message told me this, it was only through trial and error and i could understand if the DR would work or not due to it hanging for a while as sometimes it wouldnt give the error at all. It just wouldnt activate the DR.

I seems to give mutch less information and everything i´ve seen until now, is orange.
I would prefare to get the old log back.
Or add more messages like the “xxx.xxx.xxx.xxx Started with frame x” on distributed rendering.

I’d also like the old window back.

Hello,

By default Max’s window only shows warnings or errors. You can change that with right mouse button inside and enabling “Show Information Messages” - then it will show the same messages as the other one.

Best Regards,
Yavor

:roll:Totally forgot this.
Thanks to you, its been a while since I used Mental Ray.:wink:

Sent you one of the scenes that I tested.

Thanks Vlado + Lele, appreciate you taking the time to reply. I will check out the Hosek paper when I get chance.

I don’t think the RT issue I mentioned is a bug, instead I think it’s confusion caused because I don’t understand why the render isn’t stopped when the max time is reached? I’ve uploaded an image to help me explain - http://i.imgur.com/RLxWyn3.jpg

Here’s a screenshot of tiles rendering with progressive (left) and RT (right) which shows what I’m seeing. I think user “super gnu” might have mentioned the cause of the problem. I can email the max file if it’s any help.

Would it be also possible for us to get a low priority option similar to low thread priority but for RT? :slight_smile:

Cheers,

Max