Vantage Tests

Thanks for the webinar yesterday. Proved to be very useful in understanding some things I wasn’t real clear on. Especially scene states.

Here’s some things I’ve been playing around with to figure out how to implement into production.

I’m finding it to be a really exciting engine to work with.​​

some more test renders. it would be nice to have white balance implemented into the vantage gui

Great looking images! There is a white balance in Vantage. I was scheduled for that webinar, but I missed it. Was is recorded?

Thanks Bobby. Where is the white balance in vantage? Here’s some more tests

Under the camera settings

The first two “more” are awesome!

Thanks Bobby. I rendered some sequences from the scene above but haven’t had a chance to comp them yet.

Here’s another test using vantage… not sure how to insert video

ummmm… try this? Williamsburg_CameraTrack_PreComp-1

Each frame rendered at 4k which took approximately 2 mins per frame on a rtx3090. Shadow pass rendered from vray within max

Looks really good. A few firelies on the foliage but nothing major…especially at 2 mins per frame at 4k…LOL we are all so spoiled these days.

The interioirs look great, so I’ll be interested to see how the vid comes out for those :slight_smile:

Vantage:

Vray GPU:

Ah yes, very good. It’s amazing how architecture has developed, leading to this extremely practical design
which is not only ecologically sound but also aesthetically in a class of its own. We are witnessing the future!

Here’s some shots that I comped together from one of the scenes above. Trying out various things in each shot including frame rates, quality settings, noise cleanup and upscaling in post.

Well executed and edited.

What I noticed early on when this was beta software, was how quickly, plausibly and satisfyingly it resolved the bokeh, which with a standard render would just take
weeks to complete on this scale :slight_smile:

LOL…I just now noticed the redacted part of the ‘how’s my driving’ sign on the previous pics :stuck_out_tongue:

yeah, the dof works well and is satisfying. Here’s some tests from another scene.

here’s some more… struggling a bit with the hair density when applied in vantage. per face and per area doesn’t appear to change the density… at least in this case it didn’t.

couple more

here’s some more… struggling a bit with the hair density when applied in vantage. per face and per area doesn’t appear to change the density… at least in this case it didn’t.​

Please check the Vantage log for warnings.
There is (by default) a limit of 50 million segments per hair object.
We added this, so you don’t run out of GPU memory by mistakenly entering values that are too large.
If you are working from a vrscene, you can select the VRayFur object from the Vantage object tab and raise this limit.

Greetings,
Vladimir Nedev

Whoa… that did some stuff. The really fuzzy one pulled just under 20gb at 4k render. That makes sense. Thanks for explaining that Vladimir!


Is there a way to preserve model rotation & scale for scattered objects in vantage? Similar to scatter options in Max?

I need to fill that firepit with gravel the same way it populates the edges of the pool deck.

I could just do it in max and port it over to vantage, but then it’s going to come in as a block of nodes. Lots and lots of nodes that can’t really be controlled without exporting and importing those objects as individual vrscenes.


Here’s some more test renders… That desert scene lead me down a tyflow rabbit hole the other day that i’m still trying to recover from.