vray rt looks very promising may remove the need for our studio to use hypershot as much … couple of questions
do the various vray sss materials work with vray rt
will it work with mesh based lights?
will it work with any kind of micro poly displacement … or perhaps relief mapping
on a more general vray question is support for BRDF materials coming and if so will this work with rt
also is there any kind of curved relief mapping planned for vray?
I’ve been developing the iso metaballs for VRay, they fill the basic VRayRenderObject (all the same stuff VRaySphere does) etc. so do they automatically work with the RT? Or is there some additional interfaces I need to fill?
For now we’re keeping things to triangle meshes only (and VRayPlane’s), since anything else will likely be difficult to support in hardware (if and when that hardware becomes available :-)). However, when we get to displacement etc it will probably be possible to integrate custom primitives also. In any case, all rendering happens outside of 3ds Max, so you’ll need a plugin for the standalone version of V-Ray to make it work.
shame about no sss as this is one of the main things missing from hyperhot - in order to do organic characters…will support for them come soon or is it non trivial to implement?
Vlado, i noticed that the colorCorrect plugin is partially supported (gamma only), i wonder how that works, since it’s a 3rd party plugin.
in any case, color correction is crucial for me (hue/saturation, etc), so i wonder if the new “Color Correction” map included with 3dsmax is supported, and how other procedural 3dsmax maps or wrappers are handled (tiles, noise, gradient, etc).
V-Ray RT recognizes it specifically and translates it to a simplified V-Ray implementation. In general, it is possible to implement support for other parameters of the ColorCorrect texture too.
in any case, color correction is crucial for me (hue/saturation, etc), so i wonder if the new “Color Correction” map included with 3dsmax is supportedThe 3ds Max “Color Correction” map is supported, yes.
and how other procedural 3dsmax maps or wrappers are handled (tiles, noise, gradient, etc).These are supported also, although the results may be slightly different than the 3ds Max implementations (specifically the exact shape of the noise).
i’d vote for a dedicated VRaySuperColorCorrect map, with curves (as in the vray FVB), levels, gamma, hdri exposure, optional clamping, hue/saturation, etc.
does rt support the ‘ColourCorrect’ plugin by Cuneyt Ozdas now?
I know this is a third party plugin, but I also find this to be a crucial plugin in day to day work. Is this supported, or just the 3dsMax ‘Color Correction’ one that came in Max 2009?
(If not, could it be supported - I appreciate it’s third party and not guaranteed to be developed in future, but would be a welcome addition ;))
It’s definitely an interesting way to go - I spend *way* too much time tweaking materials - but a quick google search did not show much in the way of available resources just yet. Are you aware of many data sets publically available (commercial or free) to start testing a measured BRDF material?
Unfortunately I don’t know of any. There is some data collected from various universities, but it does not come in a standard form (there is no standard format that I am aware of). Obtaining such data with sufficient precision is also somewhat of a black art and it is all too easy to get incorrect results in the end (which would make the whole exercise pointless).
On with base relay vray RT to render the equivalent of the first bounce in Vray production ?
Because, if I render with Brute force as first bounce or irradiance map, I do have some really different results.
My lights and my shader aren’t the same based on with first bounce I put.
So, Vray RT will be more like IR or more like Brute force for the first bounce ?
Or will he understand what type of informations we put in vray production ?
The first bounce is a question, but there is also the question of color mapping, but I saw in a earlier reply that RT will understand what type of environment we put in vray production. So may be it does the same for first bounce and color mapping ?
And another one if I may :
Could we see the Render elements inside vray RT allso ? Lets take a simple example : if I want to configure my VrayExtraTex to have a AO pass done with the render, can I see the Render element like in VFB, inside Vray RT ? To only tweak that Render element ?
It would be great! May be the cpu could switch to RT the render element that we a currently viewing. It would be a shame if my cpu is been used for a element that I will not watch because i’m tweaking my sun and have no interest to see the AO pass.
May be I’m to curious and have to wait 2 weeks to have my answers, but i’m very exited about that release
V-Ray RT uses brute force GI for both primary and secondary bounces, regardless of the GI engines selected in the standard V-Ray renderer.
Could we see the Render elements inside vray RT allso ?V-Ray RT does not support render elements, since their calculation is quite complicated and will only slow it down.