On a Machine B, we open the same file produced by machine A from the server, to do the simplest thing on earth, just pressing the render command and see exactly the same results as in Machine A. It looks like this is not possible. Lights do not even appear in the vray asset editor, although they do appear in the scene.
We then try to export a VRScene from Machine A, importing it back to Machine B, but what we get is a duplication of the objects from the original file, also badly meshed on the screen, showed as a block. The program asks even for a proxy position insertion point. Therefore we have, effectively, two identical objects and the result look similar.
This is exactly how it is designed to work. Basically you can add a complete render ready scene file into another file or render it directly using the batch render tool. The mesh is just a preview mesh to keep viewport speed high. In general the insertion point is just 0
Are we saying that a rhino file with vray lights, materials and settings can only be rendered/edited by the same machine which created it, otherwise, if opened on another machine, you have to recreate the entire scene from scratch??
First: Make sure you have enabled + loaded + set V-Ray as current renderer on the target machine BEFORE opening the file. If the V-Ray plugin is not loaded, Rhino will not call our deserialization code
just a couple more ideas I would try:
de-install and then re-install latest V-Ray on both machines (4.10.02)
Start a new scene on both computers and add the same assets in both, then try to open up scene created on A on B and vice versa to see if it makes a difference.
Imagine having a job where placing spotlights and other directional lights is something you do alot - and then imagine you are designing a tradeshow stand with a rig and 50 spotligts attached to that rig. The spotlights are imported as blocks - which is good - but now you have to manually insert 50 vray ies spotligts. This is time consuming and the solution seems so simple yet it is not possible.
Having lights as an ordinary object i Rhino to work in blocks has been requested since 2014 and I can see that there is no development on this. What is the forecast of this feature being implemented in R8?
Yes, the main problem is that Rhino does not allow lights in blocks as a whole. V-Ray lights are simply Rhino lights + some extra data. The reason for that is to be able to see them in the viewport. Certain lights have 100% match - Rectangular, Point, Directional and Spot lights are exactly the same, so we use them directly. This is important in order to be able to visually modify their properties in the viewport - like cone angle, penumbra, etc. That also includes the intensity, color, attenuation (coming soon)
As @tay.othman said - there are number of ways to overcome the issue with the automation. It basically means some sort of scripting - Python, Basic, C# or Grasshopper (which is just very inefficient C#). You just need to link up your BIM data (lights locations) with a couple of lines of python code.
V-Ray will also benefit from having lights in blocks. We have a very efficient light instancing in the renderer, so having 1 block with 100 lights instanced 100 times will render fast and efficient. However Rhino does not have that feature
@Jacob_Thuesen @Nikolay
How about exporting the tradeshow lighting fixtures geometry along with the associated lights as a .vrayscene and then embedding the ,vrayscene into a block. I have tested the .vrayscene ability to save lighting information and it should work.
I am working on a project for a client at work and cannot provide sample renders for that reason but I am getting some weird colored pixels in my renders when using the VRay Frame Buffer. If I was to render without it there would be no such artefacts. What can possibly be causing that?
I am really sorry but like I said I cannot provide renders. The pixels would occur in different places and it's a whole pattern of them. They are mostly concentrated around edges (of windows, walls, etc) and have different colors -blue, red, yellow.
At the bottom of Common tab,in "Assign Renderer", change Vray to scanline then switch back to vray.Now, don't change any vray settings (leave the settings default) & just press render and tell me if vray is rendering fine.Incase vray renders the image very dark,then use IR and light cache at their default settings.
If this doesn't work then, can you upload a .max file(deleting everything except a window or a wall) ?? I think it would be possible for you to upload a .max file(one object) rather then sharing fully rendered image.
Are you using a camera view when you render? If you render in say perspective view then yes it will blow out the scene a lot, but if you use a camera then you can control your exposure settings and bring the scene down to where you want for over all exposure.
If you are using a physical camera then try in the camera properties in the modifier panel click the buttons that says "Install Exposure Control", set manual ISO to 100 and up above that in Shutter settings I set mine type to "1/Seconds" and a start duration of 500 and go up or down from there depending on how bright or dark I want the scene.
Since there no more physical cameras in 2017 you have to use Exposure. I'd suggest using the Vray frame buffer and you can adjust it there. Also you'll get better answers on Vray stuff in the Chaos Group forums.
I was going to mark some posts in there that obviously helped solve this for @Anonymous. I also wanted to add that you can get Vray cameras of old back with the command vrayCreateVRayPhysicalCamera().
I occasionally work in FormZ and I can't help but notice that its renderings using Vray are superior to what I can get in Vectorworks 2023 (usually using Renderworks Interior Style Final). This is especially true with imported OBJ realistic human figures. These are complex meshes with complex mappings. In Vectorworks they look OK, but there are missing triangles and the maps are hyper-glossy in places. In FormZ/Vray, they look great as do the shadows and shadings. Plus, there are more controls available, etc. In short, it is a much more robust system. Even the lighting is easier to manipulate. This isn't saying the VW renderings aren't good, they are. Since implementing the Cinema4D rendering engine the quality is 100x better, but I get the feeling we are getting a watered-down version of the lights, cameras, and rendering engine found in C4D. Is that so? If it is true, can we expect a more robust version in the future?
Anyway, right now having everything in one application trumps everything else. I love keeping everything in one app. After all, Vray can go bad and having to resort to a third party is a pain, especially one as small as Chaos. I am encouraged that VW has come so far in its rendering capabilities, but can we expect this improvement to continue within the base application (in my case, Architect). I hope so! What are your plans?
I abandoned VW's realistic rendering a long time ago for this very reason. I love that it can create OpenGL renders, hidden line renders, anything but realistic style. Once I started rendering in C4D, and then C4D with Redshift, I never looked back and neither did my clients. Even if I liked the quality I was getting out of VW's realistic style renders, I couldn't deal with the amount of time it takes to produce a render.
I am always excited each time VW adds new capabilities to the rendering engines, because like you, I prefer to keep my work in one program. But for now, I need to render in another program, whether it's C4D or Twinmotion.
Their modelling capabilities are excellent, but they bring sculpting, motion graphics, etc. to the table. Having said this, you can start many of the processes that C4D has in VW's. For example. You could develop a Terrain model in VW's, send to C4D and sculpt out complex creeks.
Wholeheartedly agree, but realistically do you think it's a high priority considering how much attention they would need to give it? The standard for renders these days is unreal/unity or the renderers of vray/octane/arnold/redshift. So how do they compete with that?
Yes, rendering has come far, but still needs some work. For example, Redshift is a total bust. Not only is the quality bad and full of bugs, but it also takes just as long as the Renderworks Interior Final which I assume is true raytracing. I had great hopes for Redshift dashed. Same for the Twinmotion plug in. It's great if you are doing full buildings, but for interiors or anything up close: ugg. It is awful. The rendering quality is fine for animations, but dead in the water for stills. Plus, I don't really feel like redoing all my texture maps. Some translate, but some don't. I just use the walkthrough built into VW since the Shaded render HAS gotten better.
Hi grant_pd, that is a very fair question. I suppose I see it as a lost opportunity to up the quality and control of lights and rendering to where CD4 is. The software is already in-house; it's not re-inventing the wheel. I can't even control the falloff distance of lights in Vectorworks, something I was doing with Strata3D two decades or more ago. Stuff like that.
I would like to see some constancy of nomenclature throughout the 3D world. XY and Z and inconsistent between VWX and Vision, let alone other programs. Yaw, pitch and roll are used in other apps but not really throughout VWX.
b1e95dc632