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reflection environment map and matte object and some other features

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  • reflection environment map and matte object and some other features

    Man, firstly let me say, this is by far the most brutal render engine I have tried, at least potential wise

    I have worked with Maxwell, Final, MR, VR, Corona and now this... it's incredible how fast and clean you have managed to get it done, even as it is right now (I have the 0.2.6a)
    here is my request list:

    - option to add an reflection environment map apart/separated from the lighting one, kind of like VRay and Corona***

    -Add an option in the Fstorm object properties to make the selected object a matte object ***
    - separated options to cast shadows, to receive shadows
    - option to generate glare, and a multiplier
    -separated options to be visible to the camera, visible to reflection, visible to refraction

    *** those are the most important features that are missing to me…

    -In the lights, same as the objects, add separate options to the selected light to be visible to the camera, reflection and refraction
    -Keep rendering the lights even when not shown in the viewport, by default or at least as an option
    -* a list box with presets of different kind of lights, with each preset comprising a set of values of size, shape, power, color, temperature and ies
    *This last maybe is kind of a less important commodity but I guess that with just a few presets will do, maybe a 60w light bulb, a 500w, 1000W… tungsten/halogen/led array, the basics, but any way, it’s less important than the first

    -In the material
    - option to add a particular reflection environment map that override the default in the scene, even quicksilver can do that
    - option to generate glare and a multiplier, for cases when you don’t want certain materials to glare, or at contrary you want those materials to produces more glare
    - option for anisotropy amount and rotation, and if it can take maps…
    - implement a composite map or use the standard from 3d studio (and automatically perform a “merge” before render)
    - in the FStormMix material a check box to make the mix additive
    -a multilayer material with 2 specular layers each one with its respective glossiness value
    - displacement and tessellation
    Less important:
    - auto fix maps? a function that when you use it turn all of the bitmaps you have dragged to the slate or the compact m editor from bitmap to FStormBitmap
    -Or maybe a function that when you have FStorm as the current Production render engine and drag a bit map to 3ds it automatically convert it to a FStormBitmap

    - Fast Caustics!?
    - Relative fast Volumetric caustics!!?? Would be great!

    - Option to save render log to a text file, / how many polys, time to render each frame, which card rendered what, warnings… you know, all the stats

    Don’t list you render elements because I assume eventually you already are planning to implement it at some time

    if I'm asking for something that's already included, or that goes against the optimization or the philosophy you have in mind, please forgive me, I've been less than 24h with your program, so far I’m really impressed

    thank you very much

  • #2

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    • #3
      "- option to add an reflection environment map apart/separated from the lighting one, kind of like VRay and Corona***"
      I will implement it.

      "-Add an option in the Fstorm object properties to make the selected object a matte object ***"
      when you say "matte" object, do you mean zero alpha or shadow catcher?

      "- separated options to cast shadows, to receive shadows"
      I will implement it.

      "- option to generate glare, and a multiplier"
      This is not possible. glare applies to the entire image.

      "-separated options to be visible to the camera, visible to reflection, visible to refraction- option to add an reflection environment map apart/separated from the lighting one, kind of like VRay and Corona***"
      this is a bit hard to implement on GPU.

      "-In the lights, same as the objects, add separate options to the selected light to be visible to the camera, reflection and refraction"
      this is a bit hard to implement on GPU.


      "-Keep rendering the lights even when not shown in the viewport, by default or at least as an option"
      I will implement it.

      "-* a list box with presets of different kind of lights, with each preset comprising a set of values of size, shape, power, color, temperature and ies
      *This last maybe is kind of a less important commodity but I guess that with just a few presets will do, maybe a 60w light bulb, a 500w, 1000W… tungsten/halogen/led array, the basics, but any way, it’s less important than the first"

      FStorm doesn't support real light power at the moment. I have to implement it first.

      "- option to add a particular reflection environment map that override the default in the scene, even quicksilver can do that"
      this is hard to implement on GPU

      "- option to generate glare and a multiplier, for cases when you don’t want certain materials to glare, or at contrary you want those materials to produces more glare"
      This is not possible. glare applies to the entire image.

      "- option for anisotropy amount and rotation, and if it can take maps…"
      I will implement anisotropy in the future.

      "- implement a composite map or use the standard from 3d studio (and automatically perform a “merge” before render)"
      you can use multiple fstorm mix textures.

      "- in the FStormMix material a check box to make the mix additive"
      this is not physically correct

      "-a multilayer material with 2 specular layers each one with its respective glossiness value"
      you can use mix material

      "- displacement and tessellation"
      I am working on displacement at the moment.

      "- auto fix maps? a function that when you use it turn all of the bitmaps you have dragged to the slate or the compact m editor from bitmap to FStormBitmap
      -Or maybe a function that when you have FStorm as the current Production render engine and drag a bit map to 3ds it automatically convert it to a FStormBitmap"

      3ds max set standard bitmap texture in this case. I can't replace it.

      "- Fast Caustics!?
      - Relative fast Volumetric caustics!!?? Would be great!"

      I don't have any plans for caustic. There are 2 ways of generating caustic. Photons and MLT. I don't like both ways.

      "- Option to save render log to a text file, / how many polys, time to render each frame, which card rendered what, warnings… you know, all the stats"
      I can bake this statistic to render image.

      Comment


      • #4
        man that's a fast reply i just ask you today 2 am the morning or so... thank you very much

        when I say matte I mean an object that subtract alpha from the image, and to have an option to catch shadows or not to, kind of the way vray handles it

        so neither a composite map nor a multi-especular material is in your agenda?

        I understand about caustics and the glare, and the visibility to camera etc, any way that's not big problem but I don't quite understand when you say "I can bake this statistic to render image", it's I'm not a native English speaker, could you please explain me what you mean?

        thank you again

        Comment


        • #5
          well... I saw the "fstorm mix texture", could you add more operands and assign a "mix mod" selection to each one of the operands?
          ideally the quantity of operands should be a number given by the user but if it's complicated... maybe 8 or 10? with 10 I think will do
          and don't know if I'm stretching it to much but... maybe to add a multiplier and a mask to each mix operand?

          as an idea, maybe you are doing this already, it could be good to perform a merge down of the this map before starting to render, performance wise and could optimize memory too


          and again to the mix material, I know adding is not physically correct, but for me it would be very useful, at the end if it's just not possible, could you add an check box to make the mix in lighten mode then?

          Comment


          • #6
            Originally posted by Iskánder ivp87 View Post
            well... I saw the "fstorm mix texture", could you add more operands and assign a "mix mod" selection to each one of the operands?
            ideally the quantity of operands should be a number given by the user but if it's complicated... maybe 8 or 10? with 10 I think will do
            and don't know if I'm stretching it to much but... maybe to add a multiplier and a mask to each mix operand?

            as an idea, maybe you are doing this already, it could be good to perform a merge down of the this map before starting to render, performance wise and could optimize memory too


            and again to the mix material, I know adding is not physically correct, but for me it would be very useful, at the end if it's just not possible, could you add an check box to make the mix in lighten mode then?
            you have to use multiple mix textures. every texture has to inputs for mixing and input for mask.
            I can't merge it. Every texture can have different mapping and type. it not the only case you are mixing two bitmap with the same placement and resolution.
            FStorm is physically correct render. I am not going change it.

            Comment

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