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joie
11-25-2009, 07:06 AM
The only documentation I've found for the demo is online, and I can't find anything related to incompatibilities with maya shaders at all, only "known limitations" section, but it's quite short list.

Aikiman
11-25-2009, 07:05 PM
I tried the 2009 version now Im getting invalid use of sudo command, rofl.

cgbeige
11-25-2009, 11:05 PM
weird. Try fixing your permissions or something. Sounds like your system is off.

run memtest too.

Aikiman
11-25-2009, 11:32 PM
99% must be user error.

Im downloading the .zip file to my desktop and unzipping and chucking the .exe file onto my desktop. Opening up Terminal I type cd /Users/admin/Desktop hit return and type sudo then drag the .exe onto the shell and hit return again. Then I get the errors.

what am I doing wrong?

I presume I do not need any license or dongle as this is a demo version right?

cgbeige
11-26-2009, 03:18 AM
well you don't need to cd to any directory if you're dragging it into the window after writing "sudo ". What are you using to unzip or unrar it? Try a different program - maybe the permissions aren't correct.

This just worked for me:

sudo /Volumes/MYBACK/DOWNLOADS_MB/vray_adv_15000_maya2010_darwin_x86_9872/vray_adv_15000_maya2010_darwin_x86.exe


That's a nightly build but it's the same.

Aikiman
11-26-2009, 03:51 AM
What are you using to unzip or unrar it?

Stuffit Expander, it wont let me unRar because its not a .rar file. I might try downloading it again.

cgbeige
11-26-2009, 04:11 AM
right click the zip and Open with Archive Utility (the built in OS X one). The nightlies are rar files - that's why I asked about rar.

cgbeige
11-26-2009, 04:12 AM
is anyone getting really weird behaviour with 32-bit displacements from Mudbox and V4M? My mesh gets shrunk the bump depth isn't right.

Aikiman
11-26-2009, 04:51 AM
I right clicked and unzipped file using Archive Utility but got the same error going on about 'Improper use of the sudo command' from Terminal.


Last login: Thu Nov 26 17:44:17 on ttys000
Jeremys-Mac-mini:~ admin$ sudo /Users/admin/Documents/vray_demo_15000_maya2009_darwin_x86/vray_demo_15000_maya2009_darwin_x86.exe

WARNING: Improper use of the sudo command could lead to data loss
or the deletion of important system files. Please double-check your
typing when using sudo. Type "man sudo" for more information.


ah well, it was only a demo version anyway. Back to the awesomeness of LOL ray.

cgbeige
11-26-2009, 06:05 AM
I think that's just the first warning you get on any UNIX system the first time you use sudo. Hit enter to skip it and continue.

joie
11-26-2009, 07:19 AM
cgbeige, I have some problems too, but in my case, the problems are seams related..., a scene that renders correct with mental ray, renders with seams with vray. :(

Hamburger
11-26-2009, 07:29 AM
Have the nightly builds fixed the green viewport issue cgbeige? I can't seem to get a hold of Vlado for access to the builds. :(

cgbeige, I have some problems too, but in my case, the problems are seams related..., a scene that renders correct with mental ray, renders with seams with vray. :(

Have you enabled the Vray attributes in the shape node?

http://www.spot3d.com/vray/help/maya/150R1/object_extr_atrrib.htm#SubQ

Keep continuity - when this option is enabled V-Ray will try to produce a connected surface. Use it when you get splits (usually around sharp edges) in the displaced geometry.

joie
11-26-2009, 07:33 AM
Yes, I have..., I've attached the subdivision attribute and the displacement attributes and activate the "keep continuity" attribute just in case it helped, but no luck...

cgbeige
11-26-2009, 04:20 PM
it was a sphere so it wasn't a continuity problem. It's that the 32-bit displacements just create wacky results completely. I just did a clean scene test:

The ZBrush model:
http://grab.by/OJI

The wireframe:
http://grab.by/OJH

The render:
http://grab.by/OJC

If I set the alpha values to what they should be for a 16-bit displacement, there is no bump:

http://grab.by/OK8

32-bit at left with the same offsets as at the 16-bit at the right.

What's the green viewport problem? I never saw that.

I do wish VRay's shaders were better displayed better in the viewport though. I've been spoiled by Maxwell 2.0's Maya integration, which is far better. Layered shaders with bumps and accurate HDR lighting - get me some of that for VRay.

joie
11-26-2009, 05:06 PM
Try to scultp something with two UV shells and then render it with vray and tell me if everything went as you spected.

Hamburger
11-26-2009, 10:08 PM
What's the green viewport problem? I never saw that.



In a new scene draw a sphere or something and assign a vray material to it. Turn on Shaded Mode (5), and the shader will appear green instead of the diffuse colour or grey.

Kind of an annoying issue. Just wondering in the nightlies if this has been fixed yet?

cgbeige
11-27-2009, 04:25 AM
I don't see that problem here. I don't think I ever did but talk to vlado about getting the nightlies to see if it's fixed on x64 or whatever you're using.

rustbucket
12-09-2009, 06:46 PM
Anyone know if you can save render presets in vray? I have yet to find a built in option. I have found some scripts out there for 3d studio max, but nothing yet for Maya.

cgbeige
12-09-2009, 08:17 PM
ya, the render presets save fine. they just don't remember render pass settings but everything else is retained.

rustbucket
12-09-2009, 08:48 PM
Thanks cgbiege,

One last simple question. How do you go about applying displacement in vray?

I've attached a displacement node with a map on it to the shape node of the object I want to displace (just like I normally do in MR and Maya Software), but im not getting any displacement whatsoever. The same network in maya software using a blinn yields displacement so im sure im just missing a switch of some sort. Here is a picture of my shading network.

http://www.autofuss.com/colin/Picture%209.png

cgbeige
12-10-2009, 12:00 AM
I'm rendering something with displacement now (16-bit greyscale tiff) and it's fine. same as you have but not a procedural texture. I'll try something with on in a bit and see how it goes.

Tobbe
04-22-2010, 09:38 PM
Hi,

So, some of you have been using vray for maya for quite some time now. What is your impressions so far? Any major issues?
I know, this has been asked before... but it's important to scout for trouble, before jumping on the train...sort of. :surprised

Since maya 2011 is released, what is the status of vray for this version? Anyone knows?

/Tobbe

Hamburger
04-23-2010, 12:03 AM
2011 + V-Ray works fine. No problems on my end. Going ahead like steam train, seriously can not rate it enough .

Vlado and Vladimir's support is incomparable to the bug turnaround in mental ray. Its literally days vs years with bug-fixing....a no brainer.

The only big show stoppers for some might be lack of Maya Fur support or Maya Fluids (which is supposedly coming) but other than that there is not one issue I have with it - all my requests have been fixed.

cgbeige
04-23-2010, 02:49 AM
ditto - not a bad word to say about V-Ray for Maya. The Mac version is excellent (I've been running an OS X x64 build of V-Ray for Maya 2011 for months) and the support is great. If you report a problem, it'll likely be fixed in a nightly build inside of a week. After seeing the countless new ridiculous bugs in mr for Maya 2011, I am even more convinced that this was the right decision.

Cut your losses and wasted time with mental ray for Maya - it's always going to be broken unless something changes at Autodesk.

fahr
04-23-2010, 03:09 AM
Any word on when an updated demo for 2011 is going to show up?

irwit
04-24-2010, 09:08 PM
Hi all

Looks like Im a little late to this thread. I do plan on reading it all when I get chance however I thought I would ask a difficult question and am hoping for some unbiased answers.

Im guessing most people now using Vray for Maya have moved to it from Mental Ray for Maya. Obviously Mental Ray for Maya has some serious issues however I have a question. What are the downsides of using Vray for Maya over Mental Rya, what do you guys miss about mental Ray that is missing from Vray?

A friend of mine is a big vray user and I sent him a list of what I like in Mental Ray, beveled edge shader, ability to blend between raytrace and enviroment reflections in the shader (mia_x), Raytype switcher shaders, enviroment blur shaders were all on my list and things that he either wished vray had or didnt know what they were.

I know Vray obviously has massive advantages, passes, great support, best bounce light, great DOF ( Im not sure about motion blur? for me industry leading motion Blue is Brazil v2 so if anyone knows if Vrays is as good please let me know this also) and the list goes on.

So if anyone would like to share their thoughts on what Vray is missing compared to Mental Ray then I would love to hear this.

Thanks for reading guys

Will.

cgbeige
04-24-2010, 10:50 PM
Im guessing most people now using Vray for Maya have moved to it from Mental Ray for Maya. Obviously Mental Ray for Maya has some serious issues however I have a question. What are the downsides of using Vray for Maya over Mental Rya, what do you guys miss about mental Ray that is missing from Vray?


A friend of mine is a big vray user and I sent him a list of what I like in Mental Ray, beveled edge shader, ability to blend between raytrace and enviroment reflections in the shader (mia_x), Raytype switcher shaders, enviroment blur shaders were all on my list and things that he either wished vray had or didnt know what they were.


I miss some of the custom shaders like the Puppet CSG or Blend materials (the V-Ray blend material is very basic, with an add and blend mode only) so you have to use +/- and multiply/divide nodes sometimes to make up for that. It has a roundedge fake - it's added to your object as a custom attribute. You'll definitely miss a few things like the custom mr shaders that abound but I'm on OS X so getting compiles for those was always a hassle anyway. It just works, the support is great and they know what people want and are aggressively adding it. I can't tell you much about the motion blur since I don't do animation and don't use it.

I'd say "grab the demo" but there's been so much added in the nightlies since then that it's a different product. That's what you get with V-Ray: anticipation for the coming release because there'll be new stuff, not because you're thinking it will fix lots of broken stuff.

irwit
04-25-2010, 01:56 PM
Thats the impression I'm getting, Mental Ray is a lot more customizable. However you need shader writers to get it all working for a decent pipeline.

We have a couple of copies of vray at work so I'm going to look into it. The pricing for Vray is also very good.

Hopefully it will be as good as I keep reading it is.

cgbeige
04-25-2010, 08:09 PM
The Maya version also has the distributed rendering options - you can use other unlicensed machines to assist with renders like MR Satellite.

royter
04-26-2010, 04:28 PM
any video tutorial for Vray4Maya

irwit
04-27-2010, 11:35 AM
Cheers for the info cgbeige, I've been working my way through some tutorials to get an idea and next week some time I'll get it installed and see how much its going to help. A big thing I dont like about Mental Ray ( not just mental ray for maya ) is the blurry reflections, they are just too noisy and dont blur enough. Vray seems to have a much better system for this. The working pass system and Light cache also look like they will help a lot.

Cheers again for the help and if anyone else has any opinions then please let me know.

Thanks

Will .

Tobbe
04-27-2010, 01:42 PM
One more question! I suppose batch rendering is working ok with vray... but is there a good way of viewing the render in progress, like imf_disp for mental ray?

Tobbe

Hamburger
04-27-2010, 01:59 PM
Only the V-Ray framebuffer itself...view all passes in 32-bit float, curve colour correction, levels, LUT profiles, view clamped colours and more - all while batch rendering from Maya or command line.

You can also save to any format while its rendering which I have found useful to start colour correcting and setting up my file in post while it finishes.

So yeah, basically nothing like imf_disp.

Tobbe
04-27-2010, 04:54 PM
Ok, the framebuffer is used in cammand line too, good to hear.

Another one... is there a way to share/transfer the basic material properties between vray for max and maya?

Tobbe

Sybexmed
04-27-2010, 08:46 PM
So how many people actually use Vray for Maya and has it made there lifes a lot easier? How much does it cost?

cgbeige
04-27-2010, 10:22 PM
Another one... is there a way to share/transfer the basic material properties between vray for max and maya?


They are in the process of finishing this. You export a material when rendering and it makes a human-readable .vrscene material file:

BRDFDiffuse VRayMtl1_diffuse {
color=Color(0, 0, 0);
color_tex=AColor(0.5, 0.5, 0.5, 1);
transparency_tex=AColor(0, 0, 0, 1);
roughness=0;
use_irradiance_map=1;
}

MtlSingleBRDF VRayMtl1_material {
brdf=VRayMtl1_diffuse;
double_sided=1;
}



that's just a grey Blinn but you get the idea. You can import it from the Create/V-Ray/Import material from file menu command. I guess it will work the same in Max. Long overdue. Not as elegant or easy as Maxwell's shader export/import but nice enough.

How much does it cost?

about $900 depending on where you get it.

ganzo
04-28-2010, 12:47 AM
I have been watching vray from the sidelines and have been observing the stuff people have been showcasing and I have to say that I'm quite impressed with the quality of that renderer. I am a mental ray user and done small amount of shader writing and know mental rays potential. On a personal level I think that Vray looks great and has a large user base meaning more support, tutorials, materials, etc etc and I would switch to it if I had it.

From the countless threads I've read, artwork posted etc....I have come to the conclusion that vray is mostly being used for Arch-viz type of stuff....basically single frames for print and such. I also hear people comment on how quickly you can achieve desired results with that renderer. I have never used it so if someone could please correct me on this if I am wrong: Is vray set up out of the box with default settings that need few tweaks to achieve desired results...basically all the values are set close to what a typical arch viz image needs? Mental ray on the other hand has everything deactivated with default values that mean nothing ...which means that you have to go in and tweak the values needed for a specific scene. Is this what sends people away from MR? not having a few click solution? Because from what I know MR is production proven in film, but have not heard from vray in this arena.

Again I am curious because vray is all the hype right now, but I have mostly just seen it being used for single frame renders. I'm sure there are some animated work done with vray, but have not heard of any large company using it for film work for example. Is it motion blur? I read that vray does not have a good mb rasterizer algorithm like renderman or mental ray. I read some say that it cant do fluids....what about particles? what about good fast AO? What about caustics, refractions, blurry reflections? These are some of the things that are usually always present in film work , but not always present in arch-viz type work. So I would like to know anyone's experience with this type of work on vray.

What about customization and versatility? How much can it be customized in the sense of really going under the hood, developing shaders, custom aov's etc like renderman or mental ray? Again...from a single user perspective doing personal work I could definitely switch to vray, but on a larger scale production I have doubts...so If anyone could enlighten me....please do.

Hamburger
04-28-2010, 01:27 AM
"Is vray set up out of the box with default settings that need few tweaks to achieve desired results...basically all the values are set close to what a typical arch viz image needs?"

Well it's setup to use Adaptive Subdivision but I think the consensus is that DMC is used for most scenes, besides I don't think it matters what
the default settings are. Initially GI is turned off in V-Ray anyway however I use my own modified template to get things started - much easier.
One of the reasons why V-Ray settings are perceived to be "easier to use", in my opinion, is that all the settings and framework of the entire renderer are kind of unified - if that makes sense.



"Mental ray on the other hand has everything deactivated with default values that mean nothing ...which means that you have to go in and tweak the values needed for a specific scene. "

Well that just means more time wasted, can't really see this as a benefit - It makes much more sense to have settings close to what you want than having to start from scratch? Anyway, templates saves a lot of time and gets
consistent results I think anyway.


"Is this what sends people away from MR? not having a few click solution? Because from what I know MR is production proven in film, but have not heard from vray in this arena."

What threw me off mental ray is the extremely poor bug turnaround taht takes years and crap workflow within Maya. Enough is enough - looking at the half-implementaed "Linear Workflow" 2011 has, I am still happy with the descision to switch.

Once V-Ray is able to render some advanced Maya specific features like Fluids and Fur it might be adopted more for the film industry - just speculating here...
I'd love to hear some peoples thoughts on this. Maya Hair is something Chaos Group recently added to V-Ray for Maya, so it is aggresively being developed.
But the main reason could be that V-Ray was specific to 3DS Max for many, many years and probably why it is a prominent renderer
within the Arch-Viz industry as that industry is heavily lopsided towards 3DS Max over Maya. This would be my bet and I think it is the main reason.
Give V-Ray time in Maya and I'd imagine that the user base will considerably get larger once people realise the benefits of using it and once its feature set matures, remember it's only been
out less than a year for Maya (beta not included)!



"Again I am curious because vray is all the hype right now, but I have mostly just seen it being used for single frame renders. I'm sure there are some animated work done with vray, but have not heard of any large company using it for film work for example. "

http://vimeo.com/9940242


Yes, it's an Arch Viz real - but look at those billion poly animated foliage renders! As I say in my previous points, this was done using 3DS Max by an Arch Viz specialist. :)
"I read some say that it cant do fluids....what about particles? "

Maya Fluids in V-Ray is being developed, it can render some particles at the moment but there should be more options in future from what I remember. Maybe Vlado can elaborate on this?


"what about good fast AO? "

Yes! Very fast. You can do cool things with V-Ray dirt too - like plug it into an ambient light.



"What about caustics, refractions, blurry reflections? "

Yep all there, fast as well. Volume caustic effects...blurry reflections are best with DMC + Light Cache = very fast.
http://vray.info/tutorials/vrayenvfogclouds/


"What about customization and versatility? How much can it be customized in the sense of really going under the hood, developing shaders, custom aov's etc like renderman or mental ray? "

I'd like to know this too although realistically I'd never be capable of it.
According to Vlado, the V-Ray SDK allows things like Point Based rendering to be implementaed so perhaps it is pretty capable with someone who knows what they are doing.
Anyone care to add to this? :)

cgbeige
04-28-2010, 02:46 AM
I can't say any specifics but I know that a couple large studios are using V-Ray in current film productions and the guys at Chaos Group are working hard to accommodate the needs of such a demanding pipeline. It's true that V-Ray hasn't been used extensively in Hollywood because it's just now getting to things like fur and more broad support for particles, which is its weak point.

The ease of use of V-Ray is relative: it's not designed stupidly like mental ray for Maya so you aren't setting photon intensity independently of light intensity, which is retarded. It's not nearly as easy to use as Maxwell Render but it offers a lot more control for animation/caching/samples/passes/etc.

irwit
04-28-2010, 06:26 AM
What was pushing me towards Vray while I was using Max and Mental Ray was -

Lens effects - MB and DOF are crap compared to things like Brazil 2 and Vray

Blurry reflections - slow, noisey and have no filter.

These 2 are in my opinion basic needs of renderers now days and Mental Ray fails for both.


However the main reason for me moving now is that I have moved from 3d max to Maya. I really cant believe how poor Mental Ray for Maya is integrated. Theres obviously the huge issues of passes but then there's the small but obvious things like invisible to FG, you have to search for the actual code and add it manually as an attribute. This isnt integration in my opinion. It also from what I can tell, hasn't moved forward in Maya for the past 3 years so I feel like the renderer I am using is old.


What is moving me to Vray for Maya

-- firstly great reviews ! I havent herd anyone have a bad word to say about Vray for Maya,

-- Blurry reflections, industry leading bounce light, true DOF, from what I have seen so far, simple enough to pick up in a short time.

-- Working pass system

-- Working material editor preview.


I work in Automotive visualisation so a big thing for me is photorealism is a key thing but so are realistic lens effects and blurry reflections. These have always been a bane in Mental ray so Im not sure why I have taken so long to change.

Tobbe
04-28-2010, 10:48 PM
Ok, I received a hardware lock / eval license today...
I'm trying to recreate a scene from max, but I'm having trouble getting the exact same results.
The v-ray version i still 1.50.00... I thought there were a newer version available?

cgbeige
04-28-2010, 11:21 PM
if you bought it, contact the devs and they'll give you access to the nightly builds. You should be able to export materials from Max and import them into Maya with the latest builds for both apps.

Tobbe
04-28-2010, 11:26 PM
Haven't bought it yet.... How much is changed/fixed in the later builds? I imagine there are at least some bugs in the first release...

cgbeige
04-29-2010, 02:05 AM
a lot's changed. I could post the revision log but let me just say that they work hard.

tharrell
04-29-2010, 02:20 AM
Beige isn't exaggerating. The currently nightlies bear almost zero resemblance to the build up for public consumption... I wish they'd update the demo more often for the poor TDs trying stuff out at home :)

For what it's worth, I've been pretty darned impressed with it so far.

--T

Hamburger
04-30-2010, 04:54 AM
http://motionographer.com/theater/buck-sherwin-breakdown/

Highly recommended video showcasing V-Ray for Maya and passes for those interested in renders other than still.

DuttyFoot
04-30-2010, 05:30 AM
currently testing out the 1.5 demo and loving it.

cgbeige
04-30-2010, 05:46 AM
http://motionographer.com/theater/buck-sherwin-breakdown/

Highly recommended video showcasing V-Ray for Maya and passes for those interested in renders other than still.

nice. ya, if I was mental images, I'd take mental ray for Maya away from Autodesk because it's giving mental ray a bad name. Notice that they don't say "mental ray for Maya" is the cause for their crap render times with passes but you can be sure that it was the cause.

who knows what's going on at mental images though, since Nvidia took over. But iRay is AWOL in Maya as well so not much indication that it's going to get better for Maya users.

terminvox
04-30-2010, 10:51 AM
Are there any decent books/DVDs about learning Vray?
I'm guessing they will all be Max based still?

Cheers.

bigbossfr
04-30-2010, 01:11 PM
I testing vray for my company.
I test all (proxy, pass, rendertime, batch, etc etc...).
All is good, all is working.

Just a little problem that i don't know how to resolve : how do we use the velocity pass in Nuke to get 2d motion vector ?

I test in exr multichannel, normal exr, inverse Y channel, etc etc...i don't succes.

Here just a sphere translation in one axis :

http://img231.imageshack.us/img231/9185/mbtestrgb.jpg (http://img231.imageshack.us/i/mbtestrgb.jpg/)


http://img231.imageshack.us/img231/1148/mbtestmb.jpg (http://img231.imageshack.us/i/mbtestmb.jpg/)

In the result :

http://img87.imageshack.us/img87/7899/mbtestresult.jpg (http://img87.imageshack.us/i/mbtestresult.jpg/)

The scene attached.
Nuke with the vector blur.

Anyone ?

Hamburger
04-30-2010, 01:31 PM
Hmm, using your scene and April 10th build I get this:

bigbossfr
04-30-2010, 02:04 PM
Hmm, using your scene and April 10th build I get this:

Yes, it is because i am in exr multichannel.
Put a color correct with a -0.5 offset and you will have the same velocity pass like me.
Like you see, the velocity pass is not the same in a multi channel exr and a "normal" file (exr, tga or other).

Did you succes to have a good motion blur 2d ?
The workflows ?


Here a proxy test, 1 500 000 000 polygons :
[/url][url="http://img541.imageshack.us/i/foret03.jpg/"]http://img541.imageshack.us/img541/9472/foret03.jpg (http://img541.imageshack.us/i/foret03.jpg/)

irwit
04-30-2010, 02:11 PM
Hey Damien

Are you finding yourself going over to Vray rather than Mental Ray then ? How are you finding it in comparison? I was looking into your Deex shaders before I started looking into Vray.

Hamburger
04-30-2010, 02:27 PM
Hi Damien,

velocity pass with nuke should work. I never use nuke but looking at chaos forums it is doable.

somebody posts this:

On a second note post MotionBlur does not account for rotational Motionblur. Hence strong rotating or curved movements are not properly blurred and lead to artifacts.

On a technical note I simply set the Velocity Element to be clamping off, max of 100 and rendered straight to exr via the VRayVFB.
In nuke no additional multiply node or shuffling or offsetting is needed.

Just a straight vectorblur with a multiplier of 20 and mode set to forward + alpha set to the alpha channel.

that last sentence is probably key.

bigbossfr
04-30-2010, 02:47 PM
Hey Damien

Are you finding yourself going over to Vray rather than Mental Ray then ? How are you finding it in comparison? I was looking into your Deex shaders before I started looking into Vray.

The integration of mentalray in maya is too bad, many bugs, bad workflow...
It is not normal to not have a good pass sytem in mentalray for maya.

So, why do we continu with mentalray when you have vray, with very good integration, a very good pass system (i succes to render all pass (diffuse, spec and other) refracted !!!), good proxy, fur, hair, vraysphere, gi, etc etc...
This integration is for production.
My deex shader work but after ? The problem is the same. Must click, click, correct, click and click to do something simple.

Hi Damien,

velocity pass with nuke should work. I never use nuke but looking at chaos forums it is doable.

somebody posts this:



that last sentence is probably key.

Yes, i read on the forum, on google, i tried all techniques, no succes for me.

Did you succes with my little scene ? (in fusion, nuke, after or other)

The "problem" is the background (the 2 spheres behind) don't move. It is working when you have nothing on the background (black), but with have always something in the background in production...;)

Hamburger
05-02-2010, 04:10 AM
I'm not sure mate, I very rarely get the opportunity to do animations and the last one I did was with mental ray last year so I haven't used V-Ray for a production animation yet...just big billboard renders.

I highly recommend an account here: http://www.chaosgroup.com/forums/vbulletin/

and try and post the question there in the forum, you will get a respsonse on how to use the pass properly with nuke.

sharktacos
05-03-2010, 07:52 PM
Hey I'm testing the demo for Vray in Maya 2010 64 bit and while it looks great, it is really really slow. I have one light (sun) and GI off and the render times as well as interactivity are practically at a stand-still. Can some one help a brother out?

Ultimately I am looking for something with the speed and quality of Modo. But at the moment vray seems slower than MR.

irwit
05-03-2010, 07:59 PM
is the demo limited to 1 core or something similar ?

cgbeige
05-03-2010, 09:08 PM
no - the demo's not limited. I think the problem is that you probably have brute force for your primary and secondary bounces. That's really slow. Do some reading on the optimal primary/secondary GI settings.

sharktacos
05-03-2010, 09:40 PM
no - the demo's not limited. I think the problem is that you probably have brute force for your primary and secondary bounces. That's really slow. Do some reading on the optimal primary/secondary GI settings.

No, GI is off. Just 1 light.

DuttyFoot
05-03-2010, 09:59 PM
no - the demo's not limited. I think the problem is that you probably have brute force for your primary and secondary bounces.

yeah, i realized that too especially when using my laptop.

Hamburger
05-03-2010, 10:49 PM
No, GI is off. Just 1 light.

Can you post a screenshot of your render settings?

sharktacos
05-04-2010, 12:57 AM
Can you post a screenshot of your render settings?

Yes I'll do that.
In the meantime, does the V-ray interactive render ActiveShade work in Maya?

Hamburger
05-04-2010, 01:27 AM
ActiveShade? Isn't that Max?

sharktacos
05-04-2010, 01:44 AM
Dunno. That's my question I guess. :wavey:

Is there a super-duper fast interactive render for V-Ray in Maya (like ActiveShade), or is that only in Max? (In which case V-Ray would cease to be interesting for me).

I'm looking for something like the render in Modo, or FPrime in Lightwave, but that will run in Maya.

(IPR has not really advanced significantly in the last 15 years from when it was in TDI, so it does not count).

Hamburger
05-04-2010, 02:09 AM
Dunno. That's my question I guess. :wavey:

Is there a super-duper fast interactive render for V-Ray in Maya (like ActiveShade), or is that only in Max? (In which case V-Ray would cease to be interesting for me).

I'm looking for something like the render in Modo, or FPrime in Lightwave, but that will run in Maya.

(IPR has not really advanced significantly in the last 15 years from when it was in TDI, so it does not count).

V-Ray supports IPR and it is quite decent (pretty much on par with mental ray), from what I gather V-Ray RT for Maya is probably what you are after...it's coming.

cgbeige
05-04-2010, 02:51 AM
I hope they just make V-RayRT the interactive preview renderer instead of slowly adding viewport support for elements. Once you've used a GPU renderer like Octane to preview sun and sky in realtime, it's pretty hard going back to anything else.

bigbossfr
05-04-2010, 10:37 AM
Fighting with motion vector (velocity), don't succes.
I found a another problem/little bug with rawGi and rawLight with transparency.
Little bug with the name of exr multichannel.
I wrote all to Vladimir.

MentalRay is far, far...

sharktacos
05-05-2010, 05:29 AM
V-Ray supports IPR and it is quite decent (pretty much on par with mental ray), from what I gather V-Ray RT for Maya is probably what you are after...it's coming.

Yes, thanks for the terminology. V-Ray RT is what I'm after. That is, I'm looking for an interactive render that works with Maya scenes. Is there such an animal on the market now? As you say, V-Ray does not have it yet. It also looks like FinalRender stage-2 for Maya does not have the interactive render (IR) like they do foe Max. Fprime only works with Lightwave. I've been testing Rendition by Cebas and it is fast, but not interactive fast. I want something as fast as Fprime or Modo, but for Maya scenes.

cgbeige
05-05-2010, 05:41 AM
if you enable progressive rendering for mental ray in Maya, you might be happy.

manuhyd
05-05-2010, 06:11 AM
try Furryball GPU renderer. http://furryball.aaa-studio.cz/

irwit
05-05-2010, 09:29 AM
Yes, thanks for the terminology. V-Ray RT is what I'm after. That is, I'm looking for an interactive render that works with Maya scenes. Is there such an animal on the market now? As you say, V-Ray does not have it yet. It also looks like FinalRender stage-2 for Maya does not have the interactive render (IR) like they do foe Max. Fprime only works with Lightwave. I've been testing Rendition by Cebas and it is fast, but not interactive fast. I want something as fast as Fprime or Modo, but for Maya scenes.


When you find one be sure to share :)

The Vray one should be brilliant and worth the wait. I went to a Vray demo where they were using it with Max and it looked excellent!

I agree with your review of Rendition, it is in no way interactive and its a nightmare to use when you only have one screen. I was quite disappointed with it to be honest. If they could make it actually interactive, moving objects etc then it would be fantastic, it even has a working passes system.

gnjili
05-05-2010, 01:16 PM
just a question, are there any restrictions, watermarks or so on the learning edition?

DuttyFoot
05-05-2010, 02:37 PM
just a question, are there any restrictions, watermarks or so on the learning edition?

someone can correct me if i am wrong but i think you can only render at a certain size and you cannot have a certain amount of objects in the scene. there is no watermark

cgbeige
05-05-2010, 03:36 PM
there's a slight watermark in the top left corner with the demo.

Gal
05-05-2010, 07:53 PM
or is it the old version you get when you buy it?

cgbeige
05-05-2010, 09:41 PM
it's kind of old by now but passes and everything works. The latest version's quite different, has some bug fixes and the VFB works in OS X Maya 2011 and x64.

DuttyFoot
05-06-2010, 05:28 AM
there's a slight watermark in the top left corner with the demo.

you're right, I just noticed it. earlier i mentioned that the demo will render a limited amount of objects in a scene. 200 objects in the scene is the limit for the demo.

Kinematics
05-06-2010, 05:47 AM
How many of you have production tested V-ray? I am really curious if it is production ready and am currently waiting for my evaluation copy.

I've invested a lot of time in Mental Ray trying to learn to deal with her issues but it can really be head banging sometimes and what do you guys think of V-ray?

We are a small studio so we need a pretty robust renderer that deals with transparency with depth and motion vector nicely.

Deex says he has a problem with motion vector but I don't mind rendering that out as a separate pass of its own so I am not too particular. Mainly it is the render passes that I really want.

bigbossfr
05-06-2010, 10:51 AM
I currently testing vray Maya in production.
I recovering old "shot" from old film we did in renderman/mentalray and i rendering all in vray to see if we have problem.

For me, with the last build, vray is production ready.
Bad point is :
- motion blur is a little long, but it is normal because it is raytracing
- waiting for fluid integration

After, all is working, all is clean. :shrug:

tharrell
05-06-2010, 03:58 PM
Currently working with VRay in production here, and I can say the latest builds are pretty solid.

Can't go into too much detail, but I can say that you can expect to see a few major projects using a Vray/Maya pipeline come out toward the end of year. :)

--T

sharktacos
05-06-2010, 11:30 PM
if you enable progressive rendering for mental ray in Maya, you might be happy.

I have tried progressive rendering in 2010. Rendition, (which is too slow I think) is at least 2 times faster than the MR progressive rendering. In other words, progressive rendering is slooooooow in mental ray, so slow that it is simply not even in the running to be called real time rendering in the way that Modo or lightwave are.

My wish is that someone would come out with a commercial version of Pixar's Lpics software or ILM's Lightspeed. Both of these give millisecond real-time feedback independent of scene complexity. For artist interactive feedback, this is a much better approach than the progressive render method, but AFAIK there is nothing like this commercially available.

cgbeige
05-07-2010, 12:00 AM
I think that because GPU renderers are so young, it's going to get there but it will take time. I'm beta testing Octane, which is great but it doesn't support lights - hehe, just IBL or daylight simulation. Getting even just a basic rendering of your scene light with one bounce is a lot of work for a GPU implementation, apparently. Anyway, I'm just glad I hooked myself onto the V-Ray boat since I actually have faith that a solid implementation with support will eventually come for Maya. mental ray - not so much.

irwit
05-07-2010, 06:31 AM
How many of you have production tested V-ray? I am really curious if it is production ready and am currently waiting for my evaluation copy.

I've invested a lot of time in Mental Ray trying to learn to deal with her issues but it can really be head banging sometimes and what do you guys think of V-ray?

We are a small studio so we need a pretty robust renderer that deals with transparency with depth and motion vector nicely.

Deex says he has a problem with motion vector but I don't mind rendering that out as a separate pass of its own so I am not too particular. Mainly it is the render passes that I really want.
I think you'll be amazed at v rays passes. They are a real selling point for me. You also get to see all the passes in the frame buffer and just flick through them.

My first post using my new HTC desire

chuckie7413
05-09-2010, 10:13 AM
Hi all,

I am a long time mental ray user and we use it exclusively at our studio. However I have just got back from FMX in Stuttgart where Chaos group gave some unbelievable demonstrations of vray and the upcoming vray RT for Maya along with their new GPU acceleration which was insane!!

I think i caught the vray bug and will be requesting our first vray license as soon as I get into work tomorrow.

The integration into maya looks brilliant. So quick and simple to do the hardest things with maya and mental ray.

The passes are brilliant. (note they are only supported with standard vray render not with vray RT, but you just interactively light with RT and then switch to normal vray render for final rendering (results identical but with all the passes!)

Vray Proxies so quick to set up!

The new vray fur and support for maya hair renders really quick with dome light, gi, dof etc.

I am really impressed and cannot wait to start testing it in production.

The fact that for 1 license you get 10 standalone licenses is unreal! Compared to the horribly expensive mr standalone license deal.

I am sure there will be features mental ray has that vray will not. One thing that might keep me to mental ray would be the production shaders but only testing will tell.

Cheers,

Rich

Note I am taking the Vray 101 course at fxphd (http://www.fxphd.com/courseInfo.php#VRY101) with artist Daniel Buck. (amazing vray artist)
It is only 3 weeks in so would be quick and easy to catch up. You get access to vray on their vpn, so no limitations with watermark, number of objects etc that you get with the demo license.

He uses vray for maya! so be sure to check it out.

If you sign up to fxphd be sure to say i referred you. my username is chuckie7413 ;)

Cheers

cgbeige
05-09-2010, 05:19 PM
wow - that's great. I was always hoping they'd be using V-RayRT for preview rendering in Maya and it seems to be coming sooner than I thought it would. So great.

If you are new to V-Ray, I highly recommend this:

http://www.francescolegrenzi.com/blog/static.php?page=vray_guide_eng

It's massive and even though it uses Max, the workflow and settings are much the same.

cgbeige
05-09-2010, 08:15 PM
did they say whether V-Ray RT was going to be incorporated into V-Ray or sold as a separate thing? I wouldn't pay for a visual aid for scene setup - especially since V-Ray is the weakest of all the Maya renderers at showing what's going on in the viewport.

chuckie7413
05-09-2010, 08:19 PM
actually that is something i didn't ask.

How does it work with Max? Is Vray RT for Max sold separately?

Rich

coccosoids
05-09-2010, 08:21 PM
Quick bit of curiosity:

Is there a vray for maya 2011 demo available?

Thank you's...

cgbeige
05-10-2010, 01:21 AM
actually that is something i didn't ask.

How does it work with Max? Is Vray RT for Max sold separately?

Rich

ya, it's currently a separate product.

coccosoids - the demo isn't updated for 2011. Should be in a few weeks, hopefully.

SheepFactory
05-10-2010, 01:25 AM
VrayRT sounds like my dream product. Do we need superexpensive quadro cards to take advantage of it or will it run in gforce gt\x line of cards as well?

sharktacos
05-10-2010, 02:50 AM
Vray RT for Maya is very exciting news! Did they indicate a release date?

Anyone know if Shave and Haircut works with Vray in Maya?

I know that Shave was fully integrated into Max so my guess is that Vray renders this out fine in Max. It would be nice to have that option in Maya with Vray too.

cgbeige
05-10-2010, 05:50 AM
VrayRT sounds like my dream product. Do we need superexpensive quadro cards to take advantage of it or will it run in gforce gt\x line of cards as well?

any CUDA program runs fine on gaming cards - even iRay. It's only the superficially crippled apps like Elemental Encoder that are limited to Quadros, for reasons only known to Nvidia's upper crust, who failed to sell us $2000 video cards so we could encode video (almost) faster. I heard that V-RayRT was being ported to OpenCL so it might work on Radeons as well.

I don't think Shave will work with V-Ray.

pauldryzen
05-10-2010, 04:33 PM
Hi guys,

during the FMX I had the chance to take a closer look at the VRay RT version for Maya.

The implementation will work like the IPR should work :-)

The speed is more than enough for tweaking most of your scenes. The Maya version is still in its early beta stage and does not support the GPU rendering so far, but by the time Chaosugroup will release the Maya version, everything will be supported.

Iīve also seen the Max version of RT with a GPU acceleration, thes speed is up to 10 times faster, but the first translation is a little slower, since every shader must be translated to work with the GPU.

Both versions are looking nice and I canīt wait to have them running on my machine at work!

Paul

chuckie7413
05-10-2010, 05:02 PM
Hey Paul,

I was in the same presentation as you. Shame I did not know as would have loved to asked you some questions, buy you a drink and say thanks for your great shader library scripts.

Vray RT GPU is OpenCL so is compatible will all openCL compatible cards. So ati raedon and nvidia gforce are good :-)

Seeing the rendering acceleration was unreal. Paul mentioned the translation time, it does take a few moments to translate the scene to the gpu but when it loads rendering was almost instantanious.

Paul, at that first presentation Peter showed almost 10x render speed improvements. The next day at another presentation he showed 15x render speeds! He said the coders found a little bug in the code and uploaded them a new build in the evening which they got running and improved the speeds even more!

It all looked very promising, The only downside Peter mentioned was the you are limited with the amount of memory you can hold on the graphics card! This can be a problem for really big scenes but Rusko made it clear that Vray Proxies will be supported in gpu rt which will provide a solution to that problem until graphics cards are available with more ram.

Rich

redbranch1
05-10-2010, 06:32 PM
so now that people have had some time with it, how is the render time for arch/vis or product rendering type work, with all the blurred reflections and soft lighting? I'm debating switching to the maya networked license to get the batch rendering, or just buying vray instead. My problem is that I'm buying this to complete an animation job, and I'm leery of switching renderers, having to learn the basics of it, and getting it output in the time I have. If I go with vray, I'll be doing a little of looking before I leap. But if I buy the network license for maya, that pretty much takes care of the money I'd use to get vray

cgbeige
05-10-2010, 09:41 PM
cool - The nice thing about OpenCL is that you get all your graphics cards and your CPUs as helpers for free. Can't wait to try it out.

DutchDimension
05-12-2010, 11:05 AM
Would love to hear more about your multiple graphics card setup CGBeige... but for now, a totally different V-Ray question... How big is that dongle?

Edit: I take it this (http://farm3.static.flickr.com/2395/2165897720_b220a6101c.jpg?v=0) is the thing?

dmeyer
05-12-2010, 01:56 PM
Would love to hear more about your multiple graphics card setup CGBeige... but for now, a totally different V-Ray question... How big is that dongle?

Edit: I take it this (http://farm3.static.flickr.com/2395/2165897720_b220a6101c.jpg?v=0) is the thing?

Correct...

DutchDimension
05-12-2010, 02:30 PM
Thanks dmeyer.

pixelweave
05-12-2010, 03:13 PM
Anyone know where (or when) I can download a demo for Maya 2011? I've looked through the Chaos Group forums but didn't find anything.

TIA!

cgbeige
05-12-2010, 09:18 PM
Would love to hear more about your multiple graphics card setup CGBeige... but for now, a totally different V-Ray question... How big is that dongle?

Edit: I take it this (http://farm3.static.flickr.com/2395/2165897720_b220a6101c.jpg?v=0) is the thing?

I bought two of these cables for my Mac Pro 2009:

http://www.newegg.ca/Product/Product.aspx?Item=N82E16812706014&Tpk=y%20cable%20pci

since it only has 2 PCI connectors. Hooked it up to my Radeon 4870 and the GTX 285 with no problems. The Mac Pro manual says that you shouldn't draw more than 300 Watts from the PCI cards but I think it's an old number because I've had both cards pushing OpenCL and drawing about 450 Watts total for the system and it was fine (I think the power supply is 1000 Watts). I actually bought and flashed a second EVGA GTX 285 with a Mac ROM (scary process as I had to desolder the old EEPROM because it was too small to hold the dual EFI/BIOS ROM you need for OS X cards and I almost tore off one of the copper contacts). Anyway, the dual GTX 285s work fine as well but I figured this is the best setup: better performance in Maya 2011 with the ATI 4870 (better drivers for OS X) and I have a CUDA/OpenCL heavy lifter in the other slot that works fine with Octane. This way, I have a fully responsive interface while GPU rendering. It's pretty sweet and the idle power draw is a lot lower than I thought it would be - it's around 220 Watts for the machine with two monitors hooked up (that's not including the LCD power draw).

The only thing I wouldn't do is hook up a mixed card dualhead (especially not ATI/Nvidia mixing) - I keep the monitors on the Radeon.

I'm going to keep the extra GTX 285 around for when I want a second CUDA render helper or just to have as a fallback if the other card dies. I wouldn't pay the $500 they are asking for a Mac GTX 285 and don't want to have to do anymore soldering. That was almost as bad as when I modded my PS2 and dropped a glob of solder on all those tiny feet, forcing me to desolder it for like an hour just to get back to square 1. If anyone's looking to try though, there's a thread here with all the info (and a link to the Mac ROM):

http://forums.macrumors.com/showthread.php?p=7909208#post7909208

Kinematics
05-13-2010, 12:02 PM
Anyone can tell me real quick what is the substitution for cutout opacity shader in Vray? I tried the opacity but I get issues on my leaves that are supposed to have an alpha channel.

DutchDimension
05-13-2010, 12:13 PM
Thank you for the write up CGBeige. It sounds very interesting. So I take it the only renderer so far able to use CUDA is 'Octane'? Are there any indications that Vray RT would be able to make use of this at some point And ideally from within Maya?

I wonder what the most up-to-date Graphics card is that I could get to work with my aging Mac Pro 1,1 (the first 2006 model). I'm still using the ATI X1900 model that came with it.

Maybe I should just get one of the newer models as soon as Apple can bother with them. :hmm:

cgbeige
05-13-2010, 03:58 PM
Thank you for the write up CGBeige. It sounds very interesting. So I take it the only renderer so far able to use CUDA is 'Octane'? Are there any indications that Vray RT would be able to make use of this at some point And ideally from within Maya?

I wonder what the most up-to-date Graphics card is that I could get to work with my aging Mac Pro 1,1 (the first 2006 model). I'm still using the ATI X1900 model that came with it.

Maybe I should just get one of the newer models as soon as Apple can bother with them. :hmm:

VrayRT uses OpenCL so any card with stream processors will be fine but the only ones on OS X that have enough of those to be fast are the GTX 285 and Quadro FX 4800 (slower than the GTX 285). I'm not sure that the GTX 285 would work with your card but OpenCL can use your CPUs so you don't need it for VRayRT (it will just be faster on the GPU). ATI usually skips a generation releasing cards for OS X so I would expect something with a lot of stream processors to be coming but I don't know if it would work in your machine (the 4870 would but it doesn't have enough stream processors to really put a dent in GPU renders). Have to see.

SheepFactory
05-15-2010, 09:42 AM
I have tried out octane after reading about it in this thread and it really kicks ass. Bummer you cant render your maya animations out of it though and it doesnt support maya lights only hdri and skylight in octane. :(

Does vray rt support maya lights anybody know? I basicly want octane's speed and ease of use with the ability to light and render animations out of maya.

SheepFactory
05-16-2010, 04:24 AM
Well I went ahead and bought Octane and my above post is wrong. You can render out animations just fine and he is adding support for material light emission so we can light normally and not have to rely on hdr's or sunlight.

I have to say the renderer is friggin amazing. Still very much excited for vray RT but I cant believe the quality and speed I get from octane considering it just costs 99$ at this point.

cgbeige
05-16-2010, 06:29 AM
ya, I've already got my money's worth out of Octane and it's not even released. Hopefully his rock-bottom iPhone app price strategy works out. There are a ton of unbiased GPU renderers coming out right now so the price and the support is definitely an important factor. I just like that it's not badly designed - sometimes interfaces from small companies can be so maddeningly stupid that even a cheap price can't make it worth using. You don't get that feeling from Octane, even though it has a very basic nodal UI. You can tell it's going to grow well. But it has a long way to go before it can compete with something like Maxwell. The daylight interior stuff is amazingly fast but the lack of displacements/SSS/etc and the memory limitations are going to be around for a while.

irwit
05-16-2010, 08:21 AM
Is it worth opening a new thread for octane. Looks like it has a lot to offer and seems a shame to.hide info and opinions about it in a vray thread.

SheepFactory
05-16-2010, 09:18 AM
Yea good idea. I will start one now.

Kinematics
05-17-2010, 02:25 PM
Hey guys, I don't know if this is the place I should be posting vray questions. I am trying to cache my GI points similar to saving FG map caching in MentalRay. Here are my results for trees with Vray Proxies, now I need to know how to prevent flickering in simple fly-through with only camera animation.

I've used Adaptive Subdivision on the Image Sampler, as for the IradianceMap setting, I saved the prepass followed by rendering it, I am still suffering from major flickering issues. (please take a look at the video clip included in the link). I've also tried IM+Bruteforce and IM+Qmc.

Please advice me with what is the best method to go about rendering fly-through animations with high details for once? Im getting baffled. Thanks guys

Flickering Animation (http://cum-md.blogspot.com/2010/05/vray-proxies.html)

http://2.bp.blogspot.com/_GDIwVbD--OA/S_Dqc5U0x4I/AAAAAAAAAMs/w23KgECW3OE/s1600/trees.jpg
http://3.bp.blogspot.com/_GDIwVbD--OA/S-_iInjDY0I/AAAAAAAAAMk/YeafU0nF_To/s1600/vray_trees.jpg

bigbossfr
05-17-2010, 03:20 PM
http://www.spot3d.com/vray/help/150SP1/tutorials_imap2.htm
Like this ?

Hamburger
05-17-2010, 10:46 PM
I know the GI is flickering here and that link will fix the issue, but it might also be worth looking at the adaptive DMC sampler instead of adaptive subdivision as it's really good with high detailed shots.

This is the preferred sampler for images with lots of small details and/or blurry effects (DOF, motion blur, glossy reflections etc). It also takes up less RAM than the Adaptive subdivision sampler.
http://www.spot3d.com/vray/help/maya/150R1/render_params_imagesampler.htm

It might mean faster render-times if you get the settings balanced.

Kinematics
05-18-2010, 04:14 PM
God I do love you guys.
Check out the bottom most render. Flickerfree!!!
FlickerFree (http://cum-md.blogspot.com/2010/05/vray-proxies.html)

Now I've just got two things left to sort out on my list.
- How do I get those 10 standalone V-ray Licenses to render .vrscene files.

- How to setup .bat files specifically for using the standalone v-ray renderer to render .vrscene files and should I be saving out each frame as a new vrscene file or compile them into one file.

- Is there a free solution (5 machines or more) or can I get Backburner to render animation using V-ray? Not bucket rendering though the term distributed rendering seems to be confusing as i've seen it used on both rendering buckets and also for distributing animation files over a network which makes the help files harder to find.

Stellios
05-20-2010, 02:48 AM
would just like to make the statement that since switching to vray I have been completely impressed by every aspect of it. Long have i battled with the sea of incompatibility that is mentalray4maya. Vray is like that scene in shawshank redemption when he escapes from prison and looks up at the sky with the epic music and everything... That prison is mental delay, good riddance.

That is all.

It would be nice to see smooth shade preview supported however

cgbeige
05-20-2010, 05:22 AM
If you mean the subdivision preview smoothing, it's supported in the nightlies. It's here:

http://grab.by/grabs/cb4cd87d5fb942043faf5356f708f7be.png

SheepFactory
05-20-2010, 10:05 AM
How does the vray proxies work? What is the workflow with them with maya?

Hamburger
05-20-2010, 10:51 AM
How does the vray proxies work? What is the workflow with them with maya?

http://www.mayzie.net/images/cgtalk/vray_proxy.jpg

After you press "Create Proxy" it assigns a vray mesh mtl shader to the proxy which has multiple slots to put in shaders. Best of all you can instance them around without breaking the input connection like what happens with mental ray proxies...just another advantage.

Supadiri
05-23-2010, 09:43 PM
I'm playing with Vray for Maya and I'm very satisfied with this great render engine.
I've notice that under the Light Cache rollout the "Animation (Complete)" mode is missing, dispite of what happen in 3dsmax or C4d.
So, if I want to have an object animation witch kind of method shoud I have to follow?

EDIT:
I found the solution in here:
http://www.buzzbox.eu/content.aspx?pid=38

Even if is a tutorial for the C4d version of Vray, the settings are the same.

Stellios
05-23-2010, 10:44 PM
If you mean the subdivision preview smoothing, it's supported in the nightlies. It's here:

http://grab.by/grabs/cb4cd87d5fb942043faf5356f708f7be.png


thanks cgbeige

kiryha
06-16-2010, 08:27 AM
Is there way to create custom mesh for preview VRay proxy? Unlike just setup quantity of faces for preview in "create VRay proxy" dialog.

rezatayebi
06-16-2010, 09:04 AM
I have installed vray a couple of days ago and it`s been a lot of fun to use.
The speed and performance is much better than mental ray.
Vray proxies are very simple to use and of course very handy.

Is there way to create custom mesh for preview VRay proxy? Unlike just setup quantity of faces for preview in "create VRay proxy" dialog.
Oh well I wanted to ask that too.

also one thing I loved about mental ray were contribution maps. Is there something similar in vray?

bakaneiro
06-16-2010, 03:33 PM
Ciao!

I am maya rendering newbie (blame hypershot) and I need to do some cool interior renders. Textures and materials are not a problem.

I am using V-ray, but somehow I cannot have shadows on my scene. Is if like there are no borders.

http://img64.imageshack.us/img64/1296/mayarener.jpg[/URL]

Uploaded with [/URL]

cgbeige
06-16-2010, 08:47 PM
make sure you're using native V-Ray lights, not generic Maya area lights.

Hamburger
06-16-2010, 10:49 PM
Yeah, unfortunately no depth map shadow support in V-Ray.

bakaneiro
06-17-2010, 01:28 PM
Yeah, unfortunately no depth map shadow support in V-Ray.

So that means it's impossible to have shadows? Isn't there another way?

bakaneiro
06-17-2010, 01:29 PM
I will try! thank you :)

make sure you're using native V-Ray lights, not generic Maya area lights.

thev
06-17-2010, 06:02 PM
So that means it's impossible to have shadows? Isn't there another way?Of course it is possible; however V-Ray will always use raytraced shadows, no matter if you specified depth map shadows, or raytraced ones.

Best regards,
Vlado

rezatayebi
06-21-2010, 08:28 AM
So ocean shader isn`t supported in vray :rolleyes:

I tried creating an ocean shader by using an animated noise map. But it doesn`t look good.
Has anyone come up with something good?

Hamburger
06-21-2010, 11:13 AM
So ocean shader isn`t supported in vray :rolleyes:

You could try asking Autodesk for the Ocean Shader code yourself...;)

http://www.chaosgroup.com/forums/vbulletin/showthread.php?49852-Ocean-shader&highlight=ocean

dmeyer
06-21-2010, 02:42 PM
http://vray.info/news/article.asp?ID=455

looks like a pretty long list of fixes and enhancements.

Change log for V-Ray/Maya/Win - 1.50.SP1

[new feature] Support for VRayFur;
[new feature] Support for Maya Hair;
[new feature] Reflection occlusion in V-Ray Dirt texture;
[new feature] VRayLightDome texture and environment textures to be visible in Maya's viewport;
[new feature] Add a VRayBumpMtl that allows to add bump to any other material;

[feature request] Implement an easy interface to adding render elements through MEL commands;
[feature request] Implement velocity output for Maya hair;
[feature request] Add support for the motion blur switch in shape nodes;
[feature request] Implement the camera pre-scale, film translate, film roll pivot, film roll value, film roll order, post-scale parameters;
[feature request] Add option in the V-Ray object properties whether to override the Object ID as set by the Object ID dynamic attribute, or not;
[feature request] Add reflection and refraction exit colors;
[feature request] Add extra V-Ray attributes for gamma correction to File textures;
[feature request] Support for streak and multistreak particle render types;
[feature request] Add shadow color for the dome light;
[feature request] Add a checkbox to lock the threshold of the adaptive DMC image sampler to the threshold of the DMC sampler;
[feature request] Consider moving the swatch rendering option to Window/Rendering Editors/VRay;
[feature request] Save the render elements on a "Save Settings as Preset" command from the "Render Settings" dialog;
[feature request] Support for point and multipoint particle render types;
[feature request] Add Cook variable antialiasing filter;
[feature request] Antialiasing filter enable/disable option;
[feature request] Add a VRAY_TEXTURES_LOAD_16BIT_AS_8BIT to control loading of 16-bit TIFF and PNG textures;
[feature request] Implement the camera pre-scale, film translate, film roll pivot, film roll value, film roll order, post-scale parameters;
[feature request] Add option to specify displacement bounds in the V-Ray "Displacement control" attributes for an object;
[feature request] Add VRaySphereFade to V-Ray for Maya;
[feature request] Ability to add extra information to OpenEXR files;
[feature request] Add diffuse and specular contribution multipliers to V-Ray lights;
[feature request] The batch camera name should be appended to the end of the image filename when there are multiple renderable cameras;
[feature request] DR Bucket Element;
[feature request] Option for z-depth render element to take the z-boundaries from the camera;
[feature request] Add the "Affect matte objects" option to the MultiMatte render element;
[feature request] Add the cutoff threshold to the VRayLightMtl material for the direct illumination option;
[feature request] Vector Displacement;
[feature request] Support sprite particle type;
[feature request] An option to clear the previous image in the Render view;
[feature request] Option to allow negative shader colors;
[feature request] Support for the uvCoord, rayDirection, tangentUCamera, tangentVCamera, pixelCenter outputs of the samplerInfo node;
[feature request] Ability to connect textures to the attributes of a 2d placement node;
[feature request] Ability to change the color of the shadows for the VRaySun;
[feature request] Add Start Menu options to (un)register the V-Ray render server as a Windows service;
[feature request] Option for the VRaySun to not cast shadows from atmospherics;
[feature request] Possibility to change the background of the material swatches to a solid color or another environment texture;
[feature request] When creating a mesh from a proxy, polygons should be emitted instead of triangles;
[feature request] Request licenses from the alternate license servers when the primary has run out of licenses.;
[feature request] Add vrayUserAttributes on NURBS surfaces as well;
[feature request] An option to install the license server as a service (demon) on Linux;
[feature request] Implement 2d displacement mode;
[feature request] Check for VRayProxy objects with the same parameters and export them only once;
[feature request] Support for RampShaders;
[feature request] When chaning intensity units of V-Ray lights, the intensity should be converted so as to produce the same visual result;
[feature request] Have an estimated time remaining added to the feedback;
[feature request] Change the default values for "Reflection amount" and "Refraction amount" to 0.0 in VRayObjectProperties/MtlWrapper;
[feature request] Print a time stamp in the log file, like in the 3ds Max and standalone versions;
[feature request] Node that support switch on place3dTexture node;
[feature request] Include caustics and diffuse multipliers for the lights;
[feature request] Correct velocity channel through refractions for materials with "Affect channels" set to "All channels";
[feature request] Add displacement node for controlling displacement map separately from shader nodes;
[feature request] Print an error or warning if a light cache or photon map or caustics map file cannot be loaded;
[feature request] Replace column character ':' with double underscore instead of single one in the exported .vrscene file;
[feature request] Projection texture for the spot lights;
[feature request] Hide Maya render window, while rendering in VFB;
[feature request] When rendering fails for some reason in batch mode, we should return an error code through Render.exe;
[feature request] Implement Decay regions options for Maya spot lights;
[feature request] Environment texture override per shading group;
[feature request] Add the "optLevel" option for SettingsRaycaster to the Maya UI;
[feature request] Implement cameraNearClipPlane and cameraFarClipPlane of the samplerInfo node;
[feature request] Ability to attach custom string attributes to shapes;
[feature request] Option in the V-Ray proxy export dialog to specify the sampling interval for motion blur;
[feature request] -facesPerVoxel option for ply2vrmesh;
[feature request] -previewFaces option for ply2vrmesh to specify the number of faces in the preview;
[feature request] An option in VRayLightMtl material to compensate for the camera exposure;
[feature request] Give the user the ability to specify additional paths where V-Ray plug-ins are loaded from;
[feature request] Possibility to use a sequence of .vrmesh files for a proxy object (e.g. "myFile_%04d.vrmesh");
[feature request] Add an option to choose which fragment to use for unfiltered render elements (best coverage or closest);
[feature request] Support for Spot light dropoff attribute;
[feature request] BRDF Soften;
[feature request] Ray distance parameter for the dome light;
[feature request] Time and date features to the physical sun and sky;
[feature request] Try to remove any calls to Maya MEL commands when rendering in batch mode;
[feature request] Add a dynamic attribute for transforms that can tell the exporter to skip that node and everything below it in the DAG;
[feature request] Kelvin temperature settings for the color of VRayLights;
[feature request] Option for the VRayProxy object to display the entire geometry instead of the preview;
[feature request] Camera distortion based on .lens files for the physical camera;
[feature request] Ray distance parameter for GI rays;
[feature request] Implement CIE sky model;
[feature request] Render slave only installation type;
[feature request] Primary Visibility option in the VRayObjectProperties;
[feature request] Add log rotation support to the license server under *nix;
[feature request] Light material direct illumination option;
[feature request] Use the data window specified in OpenEXR files to place the bitmap;
[feature request] Add a global switch to enable glossy reflections/refractions like in 3ds Max;
[feature request] Add verbose messages level for the output window in Maya;
[feature request] Need "affect channels" option for vraymtl refraction the way that it exists in Max;
[feature request] Possibility to set the FOV of the physical camera;
[feature request] Add ObjectID extra attribute to geometry nodes (mesh, nurbs, transform, etc);
[feature request] The VRayDomeLight target and emit distances needs to be visible in the viewport;
[feature request] Support for the Stencil node;
[feature request] When rendering subdivision surfaces, UV coordinates should be subdivided as well;
[feature request] Better precision when rendering large scenes;
[feature request] The license server exits silently when the listening port is busy;
[feature request] Add an option to the V-Ray object properties to ignore them;
[feature request] Implement motion blur for UVWGenMayaPlace2dTexture parameters;

[modified feature] Move the the render element separator character option to the Render Elements tab;
[modified feature] Have an option to turn "Hide Render View" off;
[modified feature] Optimize shadow calculations for materials with bump mapping;
[modified feature] Speed up light linking export;
[modified feature] Have an option to turn off all swatch updates but still be able to turn on the update on some of the materials;
[modified feature] Add a mulitplier to the VRayLightMtl;
[modified feature] When creating a Maya mesh from a proxy, shaders should be properly assigned to faces;
[modified feature] Add some sanity checks for the DR hosts and "Resolve Servers" button;
[modified feature] When making proxies place pivot of proxy at location of pivot of last object selected;
[modified feature] Render Settings UI improvement;
[modified feature] The MtlWrapper implementation should call shade() on the original material, if possible;
[modified feature] Remove the "tex" prefix from the create texture from V-Ray plug-in;
[modified feature] VRayMtl tweak;
[modified feature] V-Ray Sun should be created with "Manual position" turn on;
[modified feature] Batch rendering should send progress messages back to the main Maya process;
[modified feature] Consider creating the Render elements nodes as normal dependency nodes, not shading ones;
[modified feature] Implement the "Use irradiance map" option for VRayMtl;
[modified feature] Option for simple sky portal in Vray Light;
[modified feature] Rework switch utilities to work at render time, instead of at export;
[modified feature] Importing v-ray blend mtl from file;

[bug] Bitmaps for texture-mapped lights (rectangle, dome, mesh light) are loaded even if lights are disabled;
[bug] The color of a light is updated only when temperature is changed through the Attribute editor;
[bug] Issue with light linking and multiple dome lights in the scene;
[bug] The V-Ray common tab does not work when V-Ray is used as a renderer override for the current layer;
[bug] Crash with "Import mesh" feature of VRayProxy when the proxy is moved to another folder;
[bug] Scene hangs on compiling geometry with a certain NURBS surface;
[bug] Crash with textured mesh light and motion blur;
[bug] Ramp texture interpolation bump is not correct;
[bug] VRayDirt not working with transparent objects even if "Work with transparency" is enabled;
[bug] Bitmaps for texture-mapped lights (rectangle, dome, mesh light) are loaded even if lights are disabled;
[bug] Issue when adding V-Ray attributes to an object from a loaded scene that already has V-Ray attributes;
[bug] Crash when using tiled OpenEXR files for displacement;
[bug] Textures from 16-bit PNG files render as 8-bit;
[bug] The license server under Linux crashes with two or more dongles with overlapping licenses;
[bug] V-Ray Shading nodes icons in Hypershade Maya 2011 are not visible;
[bug] Blend material does not support 2 sided material;
[bug] The camera name should not be added to the name of the exported .vrscene file;
[bug] The viewport update of the physical camera does not work;
[bug] V-Ray Fur doesn't support VRayVertexColors texture;
[bug] The "V-Ray Common" tab of the settings is not described in the help index;
[bug] NaN values passed to BitmapBuffer plugins;
[bug] Some channels not correct when using "All channels" for the "Affect channels" option for refraction in VRayMtl;
[bug] When the camera name contains ':' and the file name includes the tag, V-Ray fails to create the output image on Windows;
[bug] UV coordinates used for displacement of subdivision surfaces are not smoothed;
[bug] Bump in the base material of a VRayBlendMtl material influences the coat material too;
[bug] Doing a region render while saving to a multichannel EXR file causes exceptions;
[bug] Problem with motion blur samples override in object properties and switch textures;
[bug] V-Ray light material in mesh light mode does not support textures;
[bug] Filtering a 2d texture near the edges of UV space always wraps the texture around;
[bug] Issues with normal mapping;
[bug] Issue with double slashes in plugin paths;
[bug] IPR related bugs;
[bug] Invisible lights behave differently in refractions seen through reflections since rev. 10661;
[bug] Problem with the SSS2 material in Raytraced(refractive) mode;
[bug] The cosine power of the Phong material works in a reverse way in V-Ray;
[bug] Slow rendering of tiled OpenEXR textures;
[bug] The "date" tag should be expanded internally, like the other tags, not in the UI;
[bug] Incorrect subdivision amount with motion blur and fast camera movement;
[bug] The camera space output attributes in samplerInfo don't work with motion blur and a moving camera;
[bug] Possible discrepancy between VRaySun position and the Maya GeoSun;
[bug] The alpha contribution of the MtlWrapper material doesn't work when the object is not matte;
[bug] AA artifacts with thin bright lines when using Adaptive DMC image sampler;
[bug] Problems with vrlservice on Mac OS X;
[bug] Crash with preview of dome light/environment in batch mode;
[bug] Warnings with mesh lights with zero scale;
[bug] No message is printed for successful save of a .vrimg file;
[bug] VFB - fatal error;
[bug] Meshlights ignore cutoff;
[bug] Correct ray differentials for refraction;
[bug] Secondary visibility does not work for objects with VRayLightMtl material with "Direct light" option enabled;
[bug] Layer Override option for "Treat as Physical Camera";
[bug] Batch render camera in the V-Ray Common tab cannot have a per-render layer override;
[bug] In VRayObjectProperties/MtlWrapper, the "GI amount" slider should be enabled only when "Shadows" is also enabled;
[bug] Issue with proxy objects and VRAY_ASSETS_PATH on Linux;
[bug] Support for *.psd file textures;
[bug] The "Emit distance" parameter of the VRaySun should be calculated automatically from the sun position;
[bug] Camera projection does not work with texture reference object;
[bug] Objects with primary visibility off in their VRayObjectProperties still show up in render elements;
[bug] The "File name" in VRay Common is not updated when changing the current render layer;
[bug] Crash with subdivision surfaces;
[bug] "Generate GI" and "Receive GI" options in the wrapper material and object properties have no effect;
[bug] Issue with objects with primary visibility off and VRayLightMtl material with direct illumination enabled;
[bug] By default the sun is created below the horizon; should be above;
[bug] The VRay configuration settings are in a directory that the user may have restricted access to;
[bug] Motion blur doesn't work for NURBS objects;
[bug] Wrong displacement when using plusMinusAverage utility node;
[bug] "Pause IPR" button doesn't work as expected;
[bug] Error message when using IPR;
[bug] Crash with the "Affect channels" option and image planes;
[bug] Animated bitmap textures with the same file name but different offsets are exported as the same texture;
[bug] Proxy loses shaders in proxy vraymesh nodes on import of a maya scene;
[bug] Artifacts with smoothed UV coordinates for subdivision surfaces;
[bug] Incorrect motion blur for mesh lights;
[bug] Projection texture does not work correctly with motion blur and moving camera;
[bug] Crash with matte material in specific scene;
[bug] VRay Sun Swatch does not work;
[bug] OpenEXR files with negative coordinates for the data window fail to load;
[bug] The test resolution affects the exported vrscene files;
[bug] Problem with the update on the attributes panel for Vray attributes;
[bug] Maya hangs after render in heavy scene;
[bug] Issue with "Affect matte objects" in the ExtraTex element when an object has both VRayObjectProperties and a wrapper material;
[bug] When a texture is assigned to V-Ray dome light, VRayPlaceEnvTex is not always created;
[bug] VRay IES lights may show incorrect shape in the viewports;
[bug] Motion Blur support for V-Ray Lights;
[bug] When in batch mode the tag does not work as expected;
[bug] Crash when trying to create a VRayIESLight under Linux;
[bug] Bump maps flipped in reflections;
[bug] The Maya ambient light does not work with VRay;
[bug] vrimg2exr fails to convert channels with names longer than the allowable in an .exr file (32 chars); instead it should truncate;
[bug] The standalone crashes on OS X if it cannot find the scene file;
[bug] Problem with saving images from the VFB of the standalone on Linux;
[bug] Stopping the IPR rendering while rendering is still in progress will not work;
[bug] Environment variable script does not specify shell on Linux;
[bug] The physical camera parameters are not motion blurred;
[bug] Issues when a bitmap file extension does not match the actual file format;
[bug] If manual sun position is ON, the file does not save the sun position.;
[bug] Edges texture does not work correctly with NURBS surfaces;
[bug] Some geometry can freeze Maya when exporting proxies;
[bug] Using tiled exr files results in lots of redundant file open/read/close operations which slows down the rendering;
[bug] Wrong names for render elements written in .vrimg files (since rev. 9278);
[bug] ply2vrmesh should not skip empty frames when creating .vrmesh files;
[bug] Crash when rendering certain .vrmesh files generated by ply2vrmesh with motion blur enabled;
[bug] Using certain words for the name of a node confuses the vrscene parser;
[bug] VRay4Maya crashes when the license server is on a Linux machine;
[bug] Light mesh with Render layers do not work properly.;
[bug] VrayRect Lights direction arrow does not scale up when raising U V size;
[bug] Artifacts with motion blur and displacement;
[bug] VRLService automatic startup doesn't work on some Macs;
[bug] Maya crashes when saving a scene after a combined vrmesh was autocreated;

Kinematics
06-22-2010, 08:38 AM
Would anyone happen to know which file format for textures play well with V-ray? Like .tga or .tiff?

And there isn't a bot option nor .map file format equivalent for it or is there? I wanna know how many 8k files vray can handle before it falls apart.

Hamburger
06-22-2010, 11:03 AM
Tiled exr's.

derMarkus
06-22-2010, 11:28 AM
Always impressive to read their changelogs :) Especially if you compare them to... uhm... some other rendering engine for maya. And always nice to see some added features that you've requested by yourself.

DutchDimension
06-22-2010, 11:33 AM
That does look like a very comprehensive list. Still reading through it slowly, but don't think I've come across any mention of the Vray FrameBuffer for OSX. I know cgbeige mentioned it was in the beta nightlies, but I wonder if they pushed it out for release now.

derMarkus
06-22-2010, 11:35 AM
I think if it's in the nightlys, it will be released for sure.

DutchDimension
06-22-2010, 11:38 AM
Thanks derMarkus. I think I hear my credit-card calling..... :)

oglu
06-22-2010, 11:46 AM
are mudbox vector dispmaps working with vray now..?

Kel Solaar
06-22-2010, 02:24 PM
Would anyone happen to know which file format for textures play well with V-ray? Like .tga or .tiff?

And there isn't a bot option nor .map file format equivalent for it or is there? I wanna know how many 8k files vray can handle before it falls apart.

Did you tried EXR ? ( Tiled ones I mean ). VRay can write them, maybe he can also read the tiles the way MR / Maya Software do it.

KS

cgbeige
06-22-2010, 06:22 PM
That does look like a very comprehensive list. Still reading through it slowly, but don't think I've come across any mention of the Vray FrameBuffer for OSX. I know cgbeige mentioned it was in the beta nightlies, but I wonder if they pushed it out for release now.

ya, it's in the SP1 release (for 2011 only though, since it's using Qt)

cgbeige
06-22-2010, 06:37 PM
are mudbox vector dispmaps working with vray now..?

I see vector displacement available as an added displacement attribute but I can't figure out how to use it. Anyone?

tharrell
07-12-2010, 03:32 AM
On the texturing note, tiled EXRs (specifically mipmapped ones) seem to be the way to go on heavier scenes. When converting with exrmaketiled you'll need to convert with the -m and -t (xres) (yres) tags, and experiment with which tile sizes work most efficiently with your scenes... there's no magic bullet here.

I'd suggest starting in the vicinity of -t 64 64 and working up very slowly in powers of 2 until you reach CPU saturation.

Apart from that, I've had very good luck with zip compressed PNG 8s when dealing with network overhead on smaller scenes.

--T

BrettSinclair
09-01-2010, 10:48 AM
joe alter has released .dlls for shave to vray. http://www.joealter.com/newSite/bins55.htm

Does anyone know if this works or how to install it?

SreckoM
09-01-2010, 02:07 PM
Place it in vrayplugins folder. That is all you need to do.
Than play with settings, until you got desired look...

Stellios
09-01-2010, 04:40 PM
Im having a problem installing the dlls. I get the following error when trying to render out shave in vray

// Error: shave: can not find vraySettings.preKeyframeMel


anyone else get this?

Digidim
09-01-2010, 07:08 PM
Im having a problem installing the dlls. I get the following error when trying to render out shave in vray

// Error: shave: can not find vraySettings.preKeyframeMel


anyone else get this?

yep...same error message here :(

thev
09-01-2010, 07:47 PM
Im having a problem installing the dlls. I get the following error when trying to render out shave in vray

// Error: shave: can not find vraySettings.preKeyframeMel


anyone else get this?It probably means you are using an older version of V-Ray that did not have the pre-keyframe MEL callbacks. This was introduced in SP1 for V-Ray for Maya.

Best regards,
Vlado

SreckoM
09-01-2010, 08:19 PM
Yeah here with SP1 everything works fine.

@thev
Any tips for faster renders of Shave fur?

Kinematics
09-02-2010, 10:33 AM
I just posted the below in the Zbrush forum but I have no idea if i'd get better answers here so I apologize early for the double spam. Bringing back the topic of displacements as Cgbeige mentioned though it was mudbox

"Okay guys, I'll start with versions first as I am really confused and there is a lot of old info that have been overlapped out in the forums. I want to know if this combination would work before making more purchases. Let us assume that the OS is Windows7 for this situation.

Maya 2010 + Vray V1.5 and Zbrush 4.0 + Multi Map Exporter.

What are the ideal settings to get a proper displacement working? Can it be done? Please share your workflow.

Thanks guys."

Have any of you tried this combination? I'd be really shocked if it was never meant to work. =(

cgbeige
09-02-2010, 03:58 PM
Just use GoZ - it sets up the alpha values for the displacement textures automatically and just add a V-Ray subdivision to the shape node:

http://dl.dropbox.com/u/7990437/vraygoz.mov

Otherwise, if you use the multimap exporter, you'll have to set the values manually to the export displacement map, like this:

http://grab.by/grabs/991eb3f3dc2df3f3f0f996037c243c37.png

notice my alpha values are just a rounded up version of the value in the file's name. That's what that value is meant for. If you want to be sure it corresponds to the model, export the mesh with MME as well. Tested:

http://grab.by/grabs/5cc62edbac7ed9625ba6397c080bb758.png

It might look less pronounced than the first one because the shader's less reflective.

Kinematics
09-02-2010, 07:55 PM
Thanks for all the info CGbeige. I've tested the things as you've said but my model just broke up into many faces. I tried the "continuity" option but I got better results once and worse off another. I shall investigate when I get into the office but do u know what I am referring too? I also had visible seams when using GoZ and Maya Software renderer.

I will try again later for sure. I had someone really good try to help me out using the old school methods and I got somewhere closer but the beveled edge of the cube had some minor but visible difference.

Did u export the mesh after using UVmaster or AUVtiles btw?

cgbeige
09-02-2010, 11:10 PM
ya, I use UV Master for my organic meshes usually. It's fast and really good.

no-name-party
09-03-2010, 12:07 AM
Is there a student version for vray maya available? Does anyone have some info?

Kinematics
09-03-2010, 10:02 AM
Hey Beige, I followed your instructions and it got me almost there. One last issue is a shifting of the textures. Is this normal?

http://twitpic.com/2krlm0

I am so sorry I've hijacked this thread a little but it was a vray question initially =) I'll tweet you instead beige if you don't mind.

As for Vray student. I don't think there is. You could use the demo but obviously there are resolution limitations and watermarks.

ceql
09-03-2010, 11:39 AM
Is there a student version for vray maya available? Does anyone have some info?

there is indeed an educational version, but it has a watermark.

cgbeige
09-03-2010, 03:34 PM
[QUOTE=Kinematics]Hey Beige, I followed your instructions and it got me almost there. One last issue is a shifting of the textures. Is this normal?

http://twitpic.com/2krlm0

/QUOTE]

It looks like your base mesh is too low res. Export your map relative to a higher level subdivision and use that as the base. But it also looks like UV stretching, so make sure you have smooth UVs on as well. But I can't tell where your UV seams are - they might be running through the area you're pointing to, which is a problem because of how the pixel all around the edges are facing different directions, causing problems for the displacement seam. For a model like that, it's best to force a seam somewhere the pixels can meet aligned, or at least tucked away where it shouldn't be a problem.

thev
09-03-2010, 05:17 PM
there is indeed an educational version, but it has a watermark.There is an educational version and it does not have any watermarks. There is also the demo version, which does have a watermark. You can write to vraymaya@chaosgroup.com for more details.

Best regards,
Vlado

LaHood
09-03-2010, 07:59 PM
anyone interested to discuss some vray setiings with the maya class room scene?

Hamburger
09-04-2010, 03:42 AM
Post some screenshots and we can help you further refine it.

But just try the standard setup of a sun +sky, physical camera and light cache for secondary bounces and irradiance mapping for primary bounces.

Use the medium preset and around 1000-2000 subdivs on your light cahce, and untick "use direct light" (from memory a setting like this) in your light cache .

cgbeige
09-04-2010, 05:06 AM
I always untick that but I forgot why. What's the reason again?

Hamburger
09-04-2010, 05:29 AM
Ah, I was going to explain it in my own words but I think the manual is explaining it probably better than I can:

Store direct light
With this option, the light cache will also store and interpolate direct light.

This can be useful for scenes with many lights and irradiance map or direct GI method for the primary diffuse bounces, since direct lighting will be computed from the light cache, instead of sampling each and every light.

Note that only the diffuse illumination produced by the scene lights will be stored. If you want to use the light cache directly for approximating the GI while keeping the direct lighting sharp, uncheck this option.

For the classroom scene and a simple sun + sky setup, I think the option would produce better quality unticked.

But if there are lots of lights leaving it unchecked will really slow down the render so it is a useful feature depending on different scenes.

KaMate
09-04-2010, 09:00 AM
There is an educational version and it does not have any watermarks. There is also the demo version, which does have a watermark. You can write to vraymaya@chaosgroup.com for more details.

Best regards,
Vlado

Vlado Is the OXS Maya Edu version available?

Impact
01-07-2011, 10:08 AM
Hi
I test a simple scene and vray render it in 4 second.But when i add a layer element one second add to render time.With 6 layer it took about 12 second.Image render with previous 4second but after that it take another 8second to produce passes.
Is it normal? maybe it's just render view and batch render work correct?

thanx

djx
01-07-2011, 12:01 PM
You need a better test before you start to draw conclusions. All you can say so far is that your render took an extra 8 seconds when you had 6 render elements. This was a render that took 4 seconds with no render elements. So now you need to test a render that takes longer (say 10 minutes for example, and then another, even longer, maybe 30 minutes) and then see what the differences are when you add the elements. For all you know, the difference may be still only 8 seconds. Maybe it will be more. But you need to do the tests.

Generally speaking, render elements fall into two groups - the ones that add almost no extra time (diffuse for example), and the ones that require extra calculations, and therefore extra rendertime (vrayDirt as an extraTexture element for example).

David

Impact
01-07-2011, 03:26 PM
You need a better test before you start to draw conclusions. All you can say so far is that your render took an extra 8 seconds when you had 6 render elements. This was a render that took 4 seconds with no render elements. So now you need to test a render that takes longer (say 10 minutes for example, and then another, even longer, maybe 30 minutes) and then see what the differences are when you add the elements. For all you know, the difference may be still only 8 seconds. Maybe it will be more. But you need to do the tests.

Generally speaking, render elements fall into two groups - the ones that add almost no extra time (diffuse for example), and the ones that require extra calculations, and therefore extra rendertime (vrayDirt as an extraTexture element for example).

David


Thanx David you are right :thumbsup:
I have another problem also.When i create a Vray sky the render time get 10X slower and scene become very bright, but if then i create a sun, everything back to normal ,(render time and light).In mental ray i can use only sky without sun why i can't do this in Vray?

p.s:I love your blog and your last post is one of the reasons i switch to Vray. Thank you sir...

djx
01-08-2011, 06:17 AM
your last post is one of the reasons i switch to VrayDoh! I need to be careful what I write ;) but I'm sure you also tried the demo and made up your own mind though. :)

Sun and sky is something I've only just started using myself so I do not have a full answer. But I think sky gets its intensity from the sun settings. Maybe this is why it worked better when you added the sun.

However I would suggest you start a new thread and ask this question, since you are at the tail of a very old one. Maybe even better to try the chaos group vray for maya forums (http://www.chaosgroup.com/forums/vbulletin/forumdisplay.php?86-V-Ray-for-Maya-forums), for those type of specific vray questions.

David

xtrm3d
01-10-2011, 01:08 AM
@ david johnson ,
your blog has been a nice time saver a couple of time , and i really appreciate the mental ray info you did share with us trough it ... thank you
now i am extremly looking forward to any bit of vray wisdom you might want to share with us .

a vray maya question for any one that feel to answer it .

any good example of skin shader in vray for maya ?
tryed on my own .. but never really got anything looking as good as in MR ..
keep in mind that i am not as experienced in vray as i am in MR

neuk
01-10-2011, 01:13 AM
bazooka has created some nice ones, find them on the chaos group forums.

joie
01-10-2011, 12:24 PM
Hi there;

When I render something in EXR format with mental ray I can play with exposure inside MAYA's renderview.

When I do that with VRay, I play with the exposure too but the renderview treats the image as it was a 8bit image (although it is also EXR format and the same image displays perfectly in the VRay frame buffer).

I'm only testing the demo, but I find this very annoying.

djx
01-10-2011, 01:43 PM
You can make these adjustments (exposure, levels, curves, LUT) in the vray frame buffer.

The way the nightly builds are shaping up you can almost forget the old renderview - not quite yet, but its heading that way. There's even a history window and A/B wipe comparing. (not in the demo though)

David

jasonhuang1115
01-10-2011, 02:48 PM
You can make these adjustments (exposure, levels, curves, LUT) in the vray frame buffer.

The way the nightly builds are shaping up you can almost forget the old renderview - not quite yet, but its heading that way. There's even a history window and A/B wipe comparing. (not in the demo though)

David
@ David, which build you are running with? I am running the Jan 1st build and have been seeing the A/B wipe thing. But I couldn't find the history window to actually activate the A/B wipe comparison?

derMarkus
01-10-2011, 04:33 PM
You have to add

VRAY_VFB_HISTORY = 1

to your maya.env located in your <myDocuments/maya> folder, then you have a little "H" button for the VFB history.

jasonhuang1115
01-10-2011, 04:52 PM
You have to add

VRAY_VFB_HISTORY = 1

to your maya.env located in your <myDocuments/maya> folder, then you have a little "H" button for the VFB history.

Cheers for the tip, Markus. Thanks and it works like charm. :)

joie
01-10-2011, 06:43 PM
Hell, I'd like to use standard renderview just for consistency..., I like to compare MR and VRay that way :)

derMarkus
01-10-2011, 06:46 PM
Was the same for me, but you'll get used to the VFB. Especially when it comes to distributed rendering or Render Elements you'll not want to miss it.

joie
01-11-2011, 11:54 AM
I think some of the attributes of the sampler info node do not work with VRay. I have a shading network with connections to the facing ratio of the sampler info node and they work perfect, but the connections to the normal camera axis or the point object axis doesn't work at all. Is this normal or a bug?.

thev
01-12-2011, 12:33 PM
I think some of the attributes of the sampler info node do not work with VRay. I have a shading network with connections to the facing ratio of the sampler info node and they work perfect, but the connections to the normal camera axis or the point object axis doesn't work at all. Is this normal or a bug?.Which build of V-Ray is this? I believe most of these are implemented in recent versions.

Best regards,
Vlado

joie
01-12-2011, 04:01 PM
Err..., I don't remember tight now, the only thing I can remember is that is not an updated one since I downloaded the demo version some weeks ago waiting for some spare time to put my hands on it.

My spare time is over and don't have time to retry that but, could you, anyone, try to make a blend colors node and connect the Y normal (or another axis or object axis, it doesn't realy matter) camera output of a sampler info into the blender attribute?, just to see if it works?.

cgbeige
01-12-2011, 07:23 PM
Maya's multiply/divide nodes don't work as texture inputs with V-Ray. That's one thing I find annoying since I used to use this as a utility for mixing baked occlusion over a constant (empty ramp) for dirt. I wish V-Ray had a good mix node like mix20layers - it's badly needed.

http://grab.by/grabs/ee3199787af16832a96211ffa5303d83.png

Maya software:

http://grab.by/grabs/368a5b34e23e3cb9541c5e851dfabcb5.png

V-Ray:

http://grab.by/grabs/101d25b4d20984a8803c421e2f81ea54.png

This is with the latest nightly (Jan 11 2011)

SePu
01-12-2011, 08:03 PM
quick question, Im really thinking in buying Vray for Maya and the price isn't bad at all $899.00

so my question is the following, if I buy today lets say would be able to get a free update when VRay 2.0 for Maya comes up? does anyone knows?

cgbeige
01-13-2011, 02:46 AM
Not sure about the discount but 2.0 should be out within the next couple or few months IMO

bigbossfr
01-13-2011, 10:13 PM
Maya's multiply/divide nodes don't work as texture inputs with V-Ray. That's one thing I find annoying since I used to use this as a utility for mixing baked occlusion over a constant (empty ramp) for dirt. I wish V-Ray had a good mix node like mix20layers - it's badly needed.

http://grab.by/grabs/ee3199787af16832a96211ffa5303d83.png

Maya software:

http://grab.by/grabs/368a5b34e23e3cb9541c5e851dfabcb5.png

V-Ray:

http://grab.by/grabs/101d25b4d20984a8803c421e2f81ea54.png

This is with the latest nightly (Jan 11 2011)

You connected a material into a another material. Never do this.
Connect the checker directly to the multiply node, it will work.

derMarkus
01-14-2011, 08:39 AM
Vray has a pretty good shader for layered materials, the VrayBlendMaterial. It works pretty good.

pix3lm0nk
01-15-2011, 01:28 AM
quick question, Im really thinking in buying Vray for Maya and the price isn't bad at all $899.00

so my question is the following, if I buy today lets say would be able to get a free update when VRay 2.0 for Maya comes up? does anyone knows?


I was told to wait on buying it from a vendor. Currently you will not receive a free upgrade to 2.0 when it comes out shortly.

irwit
01-15-2011, 07:25 AM
Same here, hope they hurry up which to be fair they normally do.

cgbeige
01-15-2011, 03:37 PM
Vray has a pretty good shader for layered materials, the VrayBlendMaterial. It works pretty good.

it only has add or blend and add's not physically correct (if you had 3 add layers, it would reflect 3 times the light). That makes it worse than a utility like mix20layers which has a ton of blend modes and worse than Maxwell's layered material which just as limited but is energy conserving when you use add.

irwit
01-15-2011, 05:15 PM
it only has add or blend and add's not physically correct (if you had 3 add layers, it would reflect 3 times the light). That makes it worse than a utility like mix20layers which has a ton of blend modes and worse than Maxwell's layered material which just as limited but is energy conserving when you use add.

Surely blend is the only energy conserving method and since the vray material is energy conserving then its perfect? You also have the bump material so its easy to control bumps per material and for the whole blend material.

nemuro
01-16-2011, 12:14 PM
Just sharing one or two stuff I found out from DT's training video or general usage(hope they help someone):

1. Do not scale the vray area lights by the manipulator. use U and V size sliders. If you scale by the sliders, the render time will go way up and your scene will be overblown ( the light seems to multiply its strength.)
2. Pay attention to object scale and your working units. It makes quite a difference and it's a good ideea to, even in tests, make sure the object you are trying to render it's in its real size.
3. For me, V-ray framebuffer is the only way to display the render buckets as they process different areas.
4. Distributed rendering, combines your prepasses in one. So if when rendering normally you have 3 prepasses, when using distributed rendering, each bucket has one prepass and the final pass.
5. Also in distributed rendering, if rendering a scene with textures, you need to have the same directory structure that points to the textures on each slave, otherwise no textures. I found this out after alot of going through vray documentations.

cgbeige
01-16-2011, 04:09 PM
you could probably fake the directory structure with symlinks.

nemuro
01-17-2011, 09:34 AM
Is it normal for the color mapping type to affect the render time?

HSV Exponential 7.9s
Reinhard 6.6s

I used the same settings on each type
DM .5
BM 1
G 1

djx
01-17-2011, 11:01 AM
Your experiment is not enough to begin drawing conclusions. A 7 second render can hardly be considered a typical production render. You need to find out what is the time difference for renders that take approx 5 minutes, for example. Maybe it is still only 1.3 seconds. And what about a 30 minute render? I'd be interested in your results.

David

nemuro
01-17-2011, 01:10 PM
http://img402.imageshack.us/img402/7859/colormapping.th.jpg (http://img402.imageshack.us/img402/7859/colormapping.jpg)

On scenes with a lot more going on, the difference is even larger.

tharrell
01-17-2011, 01:39 PM
The color mapping affects sampling in both your shadow & highlight areas. I'm not at all surprised by the times you're seeing based on the tonal range in the image.

In particular, areas that are overexposed/blown-out will make the sampler work a LOT harder, as will higher contrast images in general. Exponential compresses dynamic range, and makes it harder to blow out your image.

If you want to see where all of the extra render time is coming from, add a samplerate pass for each of those tests. Blue = cheap, red = expensive.

--T

nemuro
01-17-2011, 02:26 PM
I generally noticed an increase in rendering time when the scene had brighter lights and nothing else. It seems the same applies when getting stronger lighted scenes when playing with the color mapping type and/or controls.

So I thank you for the explanation, this answer helped me understand it better.

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