Hi Guys
I receive the same Micha list by email and answered him by email, but forgot to add reply here.
* LC pass not full working, usage jumps up and down (approx. 50%, very old bug, should be first priority to fix)
- We are looking at this issue. It is in our current sprint. We are also looking to the issue where LC seem to be calculating way faster in V2.
* texture map UI - “cancel” button missing and “back” should be named “ok” or something like this
- Adding extra button for Cancel/Confirm functionality is not on the plan. If we have to way to press cancel to commit the even we are going to lose the interactivity between the texture map and RT. The reason why we called the texture editor back is because it is like if you are one level inside the material editor. You could also have another map inside one map and that means that you are two level inside the material editor. In the lower part of the UI you will see couples dots letting you know how many levels depth you are in that particular material. Texture UI is currently being optimized and reorganized. It will be way easier to work with textures in the next release. Therefore, I will notify the developers of your suggestion about the naming of the option.
* alpha output channel missing (for disabling and enabling)
- We are going to have more option at the time of saving the render that allows you to either save the alpha or not save the alpha with the image.
* I looked at my GI env map options, doesn’t change anything, press “back” and my CPU is running at 50% and never stops (also starts to run in other situations if VfR 3 is used and never stops)
- I could see the mentioned behavior, but after a short time the CPU go back to normal in my test. I’m using Windows 10. Therefore, we have a bug report for this, so the developers could take a look to the issue. Note. After my replied to Micha I test this issue in the current internal build and I’m not able to reproduce it anymore.
* WINDOWS taskbar shows 4 tabs for one Rhino session (screenshot, should be first priority to fix)
- This is expected behavior as each V-Ray window is a separate process (Asset Editor, VFB, progress window, etc.) They should not consume a lot of the CPU, we are looking at that issue as I mentioned above.
* if I start a Rhino command like deleting Rhino layers than the Rhino popup window is hidden behind the Vray windows
- V-Ray’s windows behavior is being improved and should not be cumbersome in the next update.
* “purge unused materials” security request like “are you sure?” is missing (the button could be pressed by a mistake)
- I think this is a good idea as a safety measures not only for purge, but also for delete materials. I have shared the suggestion with the team, but we don’t have a final decision yet. I think it is very possible.
* at the bump texture option is shown a blue “texture” - Why not show here “noise” if noise is used? Two times texture in one line looks bad.
(screenshot)
- In V-Ray 3.40.03 we show the name of the texture that we are using (see attached image)
* custom output resolutions can’t be easy typed in, a way to disable the current ratio is needed (f.ex. I can’t direct type 2000x2100)
- In the custom resolution option you can type any Aspect Ratio. Then you could enter any resolution that you want and V-Ray will respect the aspect ratio. In V3 the aspect ration could be set using any resolution. (Image attached). However, we think that there room to improve in that area.
* For animations - is there a way to save the denoised channel only, not the RGB channel and all the other channels? (Not tested here, but I afraid all the unneeded channels are saved too.)
- We need some of the channels to calculate the denoiser, So it will be very hard to remove all of them. Therefore, we already improved the denoiser. In the next version of V-Ray for Rhino we are going to have a new channel called effectResult that will contain the denoiser and you will be able to apply any effect like if it were the RGB channel. You will be able to use lens effect and add color correction to the denoiser. This channel will be idea for the animation. After the render done this is the channel that we use by default.
* stamp is reset to nothing if a new render is started
- This issue is fixed in the current internal build.
* Why are the guys so slow? Some of the bugs makes that VfR 3 can’t be used for production. I believe we had accomplish a great and big tasks with V-Ray 3.4 for Rhino. V-Ray for Rhino was written from ground up with new interface and lot of new features. Yes, we have bugs and we are going to fixed them. Unfortunately, we need to prioritize all of the bugs/features request that we have in order to meet our clients need. Some time we have to make difficult decision, but I want you to know that we are working hard to fix all the issues that V-Ray for Rhino have. Our goal is to provide our user with the best tool possible.
I want to let you know that your feedback and the other users feedback are very important for us. We have all your feedback, request and ideas in front of us all the time. We are planning accordingly to meet our client needs.
We are currently working in our next build and it will have solved most of the issues mentioned here and much more.