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
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
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