vray 3.5

The IPR feels a bit like the CPU strikes back!

While we await the ever promising GPU rendering it would be great if it could be at least complementary to an IPR workflow? Things like material preview or bloom/glare perhaps?

Can someone explain more about Adaptive Lights ?

Thanks.

ok, I don’t know how to use denoiser with glare and bloom (have to find it out)
but anyway will you make glare and bloom without post processing ? like fstorm ?
thank you ,

do you mean bloom and glare during the render time? i dont think vray 3.5 have this yet

https://labs.chaosgroup.com/index.php/rendering-rd/understanding-adaptive-lights/

I know it, that why I’m asking for it :))

hope vray developer finally bring us the bloom and glare in render time in vray 4 :frowning:

Cool… :slight_smile: Is IPR CPU only? or can it work with GPU?

CPU only, obviously.

Best regards,
Vlado

Vlado is the public beta still set for this week? :slight_smile:

Yes.

Best regards,
Vlado

Awesome! Working on a few scenes right now I’d love to test the changes on.

As I understand it rewriting VRay for GPU equals rewriting the whole thing. Basically you would get 2 renderers for the price of one which would be really nice but nothing that can be expected in my opinion. I’m very happy to be using the CPU renderer for the time being. Complementary GPU features would be a nice addition though. Maybe this is a niche where VRay fits very good since the GPU renderer market is already dominated by others. Maybe VRay can become sort of a hybrid, getting the best from both worlds if that makes sense? I mean obviously that is what the optimal system usage would be, right? Use GPU and CPU together.

We already have two renderers - the regular V-Ray and V-Ray GPU. No need to add more :slight_smile:

I’m very happy to be using the CPU renderer for the time being. Complementary GPU features would be a nice addition though. Maybe this is a niche where VRay fits very good since the GPU renderer market is already dominated by others. Maybe VRay can become sort of a hybrid, getting the best from both worlds if that makes sense? I mean obviously that is what the optimal system usage would be, right? Use GPU and CPU together.We are looking for ways to utilize GPUs more; the GPU denoiser is one aspect of it, the next service pack also accelerates the VFB lens effects in this way. There are other ways in which GPUs can be used during the actual rendering and it’s something that we are researching.

Best regards,
Vlado

hope vray developer finally bring us the bloom and glare in render time in vray 4

have hope for SP5 … please Vlado , this be the coolest thing ..

Yeah I see - what I rather meant is two fully developed ones. As I see it (correct me if I’m wrong, I only know this from basic research - didn’t use the GPU one enough yet to be 100% sure about this) the GPU renderer lags behind compared to the CPU version AND to GPU competitors simply because it isn’t the focus of development. At the moment I feel like when looking for a GPU renderer specifically I wouldn’t go with VRay yet. But as I said, that’s more of a feeling and I don’t make that decision now or in the near future so I didn’t research extensively.

That’s good to hear! I am thrilled to see a fully hybrid VRay one day!

You are, indeed, wrong. V-Ray GPU has a dedicated team of developers that is exclusively focused on it. It is progressing nicely and we are seeing more and more people using it for their projects. Every service pack so far has added more and more capabilities to the GPU renderer and SP5 is no exception.

Best regards,
Vlado

Thanks for the clarification. What may be my issue is that I’m used to all the features from CPU renderers and as customer I expect them all to work the same way, just using my GPU instead. Since as I understand it you have to code differently for GPU means that you basically have to program all those features again in a different kind of language? Anyways good to know that it has a dedicated team of developers. I am so spoiled by the way I can influence everything and make it work in an art-directable, also non-photorealistic fashion from the CPU version that I don’t see myself switching over to GPU for quite some time. But maybe I will be suprised by the speed of you guys implementing all those CPU features on GPU :-). Out of curiosity: How about 3rd party plugins which are de facto standard like BerconNoise. Are you guys able to recompile that for GPU or how does it work if I would want this plugin to work in GPU as an example?

See last question in the previous page.

Hello,

I just register to 3.5 beta and download one licence of 3.5. But then I wonder if one licence is enough - I have two computers. Will I need two licenses for online registration or is it one license and only render node for second computer?