Vray for Softimage official release

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Memag
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Re: Vray for Softimage official release

Post by Memag » 25 Feb 2012, 23:33

Hirazi Blue wrote:@Memag - I assume you're trying to be funny, but I'm afraid your last post could also be viewed as insulting...
I refrain from judgement, just wanted to let you know! :-?
I realized that, but I thought of it as a satirical piece.
I apologize if I caused damage.
Last edited by Memag on 25 Feb 2012, 23:44, edited 1 time in total.

nourvfx
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Re: Vray for Softimage official release

Post by nourvfx » 25 Feb 2012, 23:41

this post for Vray information.i just want show to xsi users whate is good in Vray.thanks

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origin
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Re: Vray for Softimage official release

Post by origin » 25 Feb 2012, 23:54

Well you failed to do that ;)
- arnold render is clearly better quality. Each strand is shaded properly by gi, while in vray you see patches of interpolated gi. This 'toon' look can be achieved with multiple spots+deepshadows.
- you can't use interpolated gi with hairs cause they will flicker
- you can't use lightcache with hairs/thin objects (think pages of a book) cause it will flicker even more
- hair prim in vray is extruded flat quad patch; from the look of this render and video from FMX i would guess that arnold shades 'cylinders'
- brute force gi & vray hair primitive is ultra slow
- transparency on vray hair prim kills rendertimes

(i love vray and done hundreds of commercials with it)

nourvfx
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Re: Vray for Softimage official release

Post by nourvfx » 26 Feb 2012, 00:21

thanks for your good information thanks origin
do have arnold trail and can send to me with email

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Memag
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Re: Vray for Softimage official release

Post by Memag » 26 Feb 2012, 00:24

Please stop this nonsense.

nourvfx
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Re: Vray for Softimage official release

Post by nourvfx » 26 Feb 2012, 00:25

i see end of result .i dont see deep of olgoritm render.vray hair i very realise hair like hair cut or hair farm on final render from cebus my frinds.i really like the autodesk buy arnold and solve this problem and put it to softimage .this is very nice idea.but in tme i think vray better for us.thanks

Kzin
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Re: Vray for Softimage official release

Post by Kzin » 26 Feb 2012, 01:38

ad should implement arnold in si?
that would be the worst thing that can happen.
look at mr and what ad is doing with it at the moment. support for mr is really bad because you have to go to ad. on the other hand, mi is not responsible for the integration.
arnold support is great and you have fast bugfixes. bugfixes for mr means you have to wait for a x.5 version which you only get thru subscription (except show stopper bugs, then ad is great enough to give a hotfix away). the whole situation is a bad joke at the moment. so lets hope this will never happen.


@ origin:
that would be a bad thing if the hair consist of flat patches only and not thick curves/geometry. because the lighting and shading will never look really good, except the shader uses some tricks to go over the shading problem. would be great to get some more informations here.

and in general, transparency on hair kills rendertime for all renderer. this is one thing why mr hair is slower when render with hairshader, the transparency is enabled, deactivate it and it renders 2,5-3 times faster. you have to handle the transparency different for hair rendering. nvidia arc(mi) is doing this constantly, newer version should bring here better performance.
so if this is a problem in vray, we should start a wishlist thread vor vray asap. ;)

nourvfx
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Re: Vray for Softimage official release

Post by nourvfx » 26 Feb 2012, 09:04

Vray its great and dont have any problem.i tested the hair in to all of lighing mode.even brutforce and have very nice result and very fast .we just want vray be a faster and faster and faster.

see this amazing hair plugin for 3dsmax which base on vray rendering.
http://www.ephere.com/plugins/autodesk/max/ornatrix/ :-* :-* :-*

Newcomer (<20 posts) alert: please use the URL tags - HB

iamVFX
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Re: Vray for Softimage official release

Post by iamVFX » 26 Feb 2012, 11:14

nourvfx wrote:i test about 20 render engine
Image

nourvfx, I remember your Arnold "tutorial" on vimeo, did you know that version that you use is badly out of date? Probably not. You talking about closing beta testing, in which you even don't participate in, so keep your opinions to yourselves until we get a final version of the product, m'key?

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Hirazi Blue
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Re: Vray for Softimage official release

Post by Hirazi Blue » 26 Feb 2012, 12:11

@nourvfx - you've made your point, let it rest...
@iamvfx - please refrain from direct insults (even if they are presented as cartoons)
@everybody else - most of you have also made your point, so let it rest also...

This is my not so subtle final warning... (Next stop: closing this thread...)
Stay safe, sane & healthy!

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origin
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Re: Vray for Softimage official release

Post by origin » 26 Feb 2012, 13:45

would be better to delete last 3 pages ;)

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Mathaeus
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Re: Vray for Softimage official release

Post by Mathaeus » 27 Feb 2012, 00:07

origin wrote:Well you failed to do that ;)
- hair prim in vray is extruded flat quad patch; from the look of this render and video from FMX i would guess that arnold shades 'cylinders'
well just to talk about something :)

From my small understanding, cylinders have a sense only for closeups. Possibly for radiosity calculations, because it's easier to find a shading normal. With classic lights, there is a well defined direction, with radiosity, "lighting direction" should be calculated separately, somehow. For final image full of tiny hairs, nobody would like a high contrast on sub-sub-sub pixel level, let's say strong highlight/reflection from cylinders, which already should be melted to one value per pixel.

But I believe the all renderers able to render hairs, already are able to combine the functions of stripes and cylinders. Another story is, when searching for hairs on internet, hair+renderman usually returns human hair and fur on animals, hair+Vray is somehow related to carpets :)

btw, regarding a long waiting for SI Vray, I think most of people don't know that Max has a a kind of special rendering API, which allows the developers to write the renderer 'on top' of what is called Max default scanline. This API is present from day one, also it's converted from theory to practice probably in time of Max 4, around 2001. For example, procedural textures are generated by Max, so any renderer, including viewport renderers, can use them. In Softimage, every developer should build them form sctrath. Another example is VRay ability to pull the (blazing fast) shadow maps from Max. And many more, afaik...

Great day for Softimage, finally to be integrated with something soooooo influent and popular.

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origin
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Re: Vray for Softimage official release

Post by origin » 27 Feb 2012, 10:46

yes you're right, I was just pointing differences. I saw recently some commercial from SHED, they use arnold and hair looks renderman-ish ;) so there are probably different shaders for different tasks.

More on playing with demo
-strands set to segment - they dont render like mray/3delight as single stripe but as separate segments, so its impossible to render hair from ice strands?
-material import from vrscene likes to crash si

nourvfx
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Re: Vray for Softimage official release

Post by nourvfx » 27 Feb 2012, 23:53

yes my arnold is beta .ok. i stop the talking about arnold.finish you right.

1.5 mil polygan
preparing time 3 sec and render time 2min and 9sec.

irradeance map and brutforce in vray.
Attachments
Vray 2min 15sec.jpg
Vray 2min 15sec.jpg (96.27 KiB) Viewed 1315 times

fabilabo
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Re: Vray for Softimage official release

Post by fabilabo » 28 Feb 2012, 00:47

look at splotch at the intersection of statues and floor, can you make an animation of that ?

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gustavoeb
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Re: Vray for Softimage official release

Post by gustavoeb » 28 Feb 2012, 01:06

come on guys, lets just rejoyce Vray is here...
we can compare specific features and performance in a separate Rendering thread. what do you guys think?
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/

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