New V-RAY for C4D feature wish section

Discussion in 'V-RAY for C4D_Feature Wishes' started by stefan, Apr 29, 2017.

  1. RwVision
    Offline

    RwVision Active Member

    Try going to a normal material->select "assigment"->select displacement material - then the back arrow won't help you :)

    Either way, look at the 2 sided mat - this is how it should look like:

    upload_2017-7-9_11-54-29.png
  2. stefan
    Offline

    stefan main admin here:-)

    yes the arrows are exact for that. normally they do its job (we await rw vidions report where not)
  3. nejck
    Offline

    nejck Member

    Actually I think the 2 sided material has the same behavior as well. :) +1 for this to get some quality of life improvements, if you will :)
  4. stefan
    Offline

    stefan main admin here:-)

    we no proted the max gui at all, this is very different, we use the native c4d ui and its tools it has. but of course use the vray guidelines and names in the vray sdk for it.
    i can talk with the developers for the gui suggestions if you not like the use of the maxon arrows. i liked them as they are very "real estate" efficient.
  5. doger29
    Offline

    doger29 MC2015

    Sorry I'am not talking about the arrows. Actually that isnt bothering me at all since normaly I don't open the textures in a seperate window. And only there this problem occures since there are the tabs missing.
    I'am talking about the GUI Layout of the standard material compared to the advanced material.

    1.jpg 2.jpg

    But ofc its not a big deal. Would just be nice to have a similiar workflow in all Materials.

    Another Question: Is the Light emitting Material already in or will it come in future releases?
    https://docs.chaosgroup.com/display/VRAY3MAX/Light Emitting Material | VRayLightMtl

    Is it faster than a normal Material with Luminosity and direkt lighting?
  6. stefan
    Offline

    stefan main admin here:-)

    about the parameter in the name i can ask the devs if it can be hidden,

    the vray standard mtl is like that, this is not our decission. it is like max and all other vrays with intention. channels cannot be turned on and off like in our layered brdf, they are always on in the sdk code, as it is a new unified mtl without seperate channels, specially optimized for rendering and also gpu code. we cannot change this behavior.
    to turn on reflection you raise the color to any but black.

    the tabs on the left side c4d makes to get the tabs on top, not sure if that can be forced away in c4d gui code, i ask, but the tabs i do want for workign fast in that material
  7. expo1000
    Offline

    expo1000 Member

    Hi Stefan,
    some kind of indicator if a channel of the standard material is used would be nice. Like the word "Bump" written in bold letters, if there is a texture used inside. Normally you have the small checkbox checked (in the advanced material) but there is no checkbox in the material editor showing the channels.
    Thank you
    S
  8. stefan
    Offline

    stefan main admin here:-)

    Hi as said above ALL channels are always used there, regardless which color or shader you have in there. so that cant be indicated. it is one solid material without any subchannels. it works internally like the max vray material without "channels." we only made tabs as this is nicer to work with. (to structure gui).
    all V-Rays in future will get this material.
  9. expo1000
    Offline

    expo1000 Member

    Oh. Missed that completely. I only looked into "Options". Thanks.
  10. Schawk
    Offline

    Schawk MC2015

    Well, you would expect the check box for trace reflections to be on the reflection tab.

    Just to note, it also works with the blend material, if you need to add any extra reflection layers from the advanced material.
  11. luke.letellier
    Offline

    luke.letellier MC2015

    Motion blur support for xParticles will be very important feature to add for the next release.
  12. PdZ
    Offline

    PdZ Member

    Iam not sure if anyone ever asked for this but I wished for this for a long time.
    Is there a chance that any Value/Method in VrayMaterials get Python arguments?
    For example, its not possible to change values via python scripting of "Vray Power Shaders / AColor".
    These python arguments are grayed out.

    It seems only the "main Vray Shaders" have arguments. But the most important Shaders: The Power Shaders dont have. For instance:
    AColor -> Texture has the following argument: [c4d.ID_SW_TEXTURE_67565718]
    But its grayed out. Therefore you cant access this attribute via python. Which is VERY unfortunate. In my opinion this is very important.
    I saw a significant jump in python-accessibility from VRay 3.35 to 3.401.
    for instance: you changed the argument from vray transparency into the right one vray refraction in python arguments.

    So is there any hope?
    I want to write a script to convert standard c4d shaders into DR compatible VrayMaterialshader. But unfortunately iam not able to right now.

    Thx in Advance
    Vision4Next likes this.
  13. stefan
    Offline

    stefan main admin here:-)

    for python in power shaders i already put this to the devs,
    PdZ likes this.
  14. JayH
    Offline

    JayH Member

    It'd be cool if disabling the Vray Clipper automatically set the Clip Mesh object to not render (and vice-versa: hiding the Clip Mesh disabled the Clipper).
  15. hitman60
    Offline

    hitman60 Member

    c4d mats to vray standard mats conversion
  16. Vizn
    Offline

    Vizn Member

    More robust texture manager for Vray mats to finally make it easy to relink or kill links. The 'Remove' function doesn't work.
    Also, the 'convert bitmaps' needs to translate old 'Filter' shader into AdvBitmap settings.
    If there are old VRay mats with Filter shaders, the bitmap conversion keeps the Filter at the top level, which breaks the mat for DR.
  17. matthias
    Offline

    matthias New Member

    +++ texture baking support

    Its such a rare feature. No other competing 3rd party renderer offers this.
    Vray Lightbaking for use in Realtime Engines would be so awesome ....

    In the moment i am stuck on advanced render just because of the baking possibilities it provides :(
  18. stefan
    Offline

    stefan main admin here:-)

    please dont wish features that are wished in this post already. this only cluster it. as said baking is on the developers to do list.
    we will clean up this thread next days with all double posts or not feature wish posts...
    Vision4Next likes this.
  19. stefan
    Offline

    stefan main admin here:-)

    ok we cleaned up the thread so it is again a collection of user wishes, no more no less.
    please when you post post here only pure wishes, no questions or other reports (do that in the help thread section in case)

    thx!
  20. LuxoIII
    Offline

    LuxoIII MC2015

    Wäre toll wenn man dem 2SidedMaterial auch direkt eine Material ID geben könnte, für die Masken.