VRayMtl improvements in the 3ds Max viewports (WIP)Vladimir Koylazov2021-01-15 | A WIP demo of the improvements we've done for the viewport representation of the VRayMtl material in 3ds Max 2021.Firefly removal algorithm in V-Ray 7Vladimir Koylazov2024-10-01 | This video demonstrates the effect of the firefly removal algorithm in V-Ray 7 in a situation that has been traditionally very challenging to render - reflections of small bright light sources in glass objects. These typically require a lot of samples to get them stable in animation. In V-Ray 7, the firefly removal option makes the animation a lot more stable by removing the flickering highlights without affecting the rest of the image.
For more information and to join the V-Ray 7 public beta, visit chaos.com/vray/3ds-max/beta-version-7Rendering Gaussian splats with V-Ray: another testVladimir Koylazov2024-09-30 | This is another test of rendering Gaussian splats with V-Ray. The splats were created with PostShot out of drone video footage of the city of Hanoi from this site: pexels.com/search/videos/drone%20city The camera poses were resolved with Reality Capture as it turned out to be much faster and more precise at this compared to PostShot.
Rendering of Gaussian splats is now available in the beta version of V-Ray 7 for 3ds Max: chaos.com/vray/3ds-max/beta-version-7Raytracing of Gaussian splats with V-RayVladimir Koylazov2024-09-02 | This video shows an experimental implementation of raytracing of Gaussian splats in V-Ray. We can get correct raytraced camera effects like motion blur, DoF and distortion, as well as proper interaction with other CG elements in the scene - reflections, refractions and matte/shadow surfaces. The implementation works with Gaussian splats .ply files produced by other popular tools like PostShot, Polycam, Luma.ai, Kiri, nerfStudio etc. Gaussian splats can be used as extended scene environments or to represent individual objects in the scene.WIP implementing actual size for the V-Ray dome lightVladimir Koylazov2022-05-16 | Some experiments with implementing actual finite size for the V-Ray dome light, including support for non-uniform scale.Testing the VRayCurvature textureVladimir Koylazov2021-09-21 | A render of the Stanford dragon to test the VRayCurvature texture for blending between two materials.Win32 vs Qt UI in 3ds MaxVladimir Koylazov2021-06-19 | We are gradually rewriting the interface components of V-Ray for 3ds Max in Qt. Here we are comparing the UI drawing speed of the VRayALSurfaceMtl material with Win32 (left) and Qt UI (right).Cosmos fieldVladimir Koylazov2021-02-23 | A quick experiment with assets from Chaos Cosmos; everything is from Cosmos including the HDRI. The grass and flowers are scattered with Corona Scatter. Rendered in V-Ray 5.1 while testing the new release. IMHO not too bad for a non-artist like me 😃Integration of VRayScatterVolume in VRayMtlVladimir Koylazov2021-01-15 | Experiments with integrating VRayScatterVolume as the translucency component of the VRayMtl material.
The original video has somewhat better compression: drive.google.com/file/d/1lcVtomeMqqQDCrjMNLvx2mnXRRV-aYUs/view?usp=sharingOptimizing multiple scattering for VRayVolumeGridVladimir Koylazov2020-07-19 | Some results from optimizing raytraced multiple scattering inside VRayVolumeGrid. Render time is ~2m 16s on a Threadripper 3990X. The cloud is an OpenVDB file from the Disney Moana island scene: technology.disneyanimation.com/clouds (not the full OpenVDB resolution though, still have to let that render).Running Lavina through eGPUVladimir Koylazov2019-03-06 | Surprisingly, running Lavina on my laptop through eGPU seems to work fine - althrough there is slight frame rate drop compared to running it natively on a workstation with the same card.10,000 VRayLights with V-Ray Next, Update 2Vladimir Koylazov2019-02-12 | V-Ray Next, Update 2 will include improvements for scenes with many lights sources (thousands of them):
*) Faster light cache for scenes with many light sources; sometimes up to 2x times faster (for a test scene with 5000 lights);
*) Better algorithm for discovering important light sources greatly reduces the probability for flickering with the adaptive lights;
*) Faster BF+BF rendering when the adaptive lights are not available.
For this scene, the render time on a Ryzen Threadripper 2990WX was approximately 6 minutes per frame, with the V-Ray denoiser applied on the final sequence.Goofing around with viewport IPRVladimir Koylazov2018-12-01 | GPU: GeForce RTX 2080 Ti | GeForce GTX 1080 Ti CPU: AMD Ryzen Threadripper 2990WX 32-Core Processor Memory: 128 GB RAM (127.87 GB RAM usable) Current resolution: 1920 x 1200, 59Hz Operating system:Rendering Corona materials with V-Ray Next - WIPVladimir Koylazov2018-06-09 | WIP for direct rendering of Corona materials for a hotfix release of V-Ray Next. In addition to the CoronaMtl itself, V-Ray recognizes some common textures like CoronaTriplanar, CoronaNormal and CoronaBitmap and renders their V-Ray equivalents on the fly.V-Ray and Phoenix FD source historyVladimir Koylazov2018-02-06 | The Gource view of our GIT repository history, courtesy of Stefan Ivanov. Watch in 4K on supported browsers (e.g. Chrome).
Starts from 2005, as we used SourceSafe for a while before we moved to SVN and then to GIT.Optix denoiser with V-Ray GPU take 1Vladimir Koylazov2017-12-06 | Experimental implementation of the OptiX 5.0 AI denoiser in V-Ray GPUOptiX denoiser with V-Ray GPU, take 2Vladimir Koylazov2017-12-06 | Experiments with the OptiX 5.0 AI denoiser and V-Ray GPUOptiX denoiser with V-Ray GPU, take 3Vladimir Koylazov2017-12-06 | Experiments with the OptiX 5.0 AI denoiser and V-Ray GPUOptiX denoiser and V-Ray GPU, take 4Vladimir Koylazov2017-12-06 | Experiments with the OptiX 5.0 AI denoiser and V-Ray GPUOptiX denoiser and V-Ray GPU, take 5Vladimir Koylazov2017-12-06 | Experiments with the OptiX 5.0 AI denoiser and V-Ray GPUV-Ray denoiser plugin for Nuke WIPVladimir Koylazov2016-07-23 | Coming soon - we worked on a Nuke node that implements the V-Ray denoiser natively inside Nuke. The plugin is free and separate from V-Ray for Nuke and can be used on its own.
Many thanks to our V-Ray for Nuke devs who gave their time to code it!V-Ray production renderer in IPR mode WIP video 3Vladimir Koylazov2016-07-20 | This is the third video for my progress of turning the production V-Ray renderer into an IPR renderer. Added a button in the V-Ray VFB for start/refresh of the IPR render.Rendering from V-Ray RT to an Oculus RiftVladimir Koylazov2016-06-22 | Some R&D that we've been doing recently - rendering a 6x1 (stereo) cube panorama from 3ds Max directly to an Oculus Rift. An nVidia VCA would have come in handy for this... I'm still not sure if this will end up in V-Ray, but if you would like to give it a try, let me know.t2 0000Vladimir Koylazov2016-01-07 | Some research into rendering stochastic scratches based on a similar approach as the stochastic flakes.Stochastic flakesVladimir Koylazov2015-08-17 | Stochastic flakes and lens effects glaregtc 2015 vca videoVladimir Koylazov2015-07-29 | V-Ray RT GPU rendering from motion builder to an nVidia VCAV-Ray sampling tutorialVladimir Koylazov2015-07-21 | My current favourite way of setting up V-Ray sampling. The video was recorded in 3ds Max and V-Ray 3.2 for 3ds Max, but is valid for any other V-Ray 3.x integration (i.e. Maya, Modo, Katana etc)Stochastic flakesVladimir Koylazov2015-07-01 | Asen has been working on implementing a stochastic flakes material based on a paper from last year's Siggraph. It turned out that quite a few changes are needed to make the algorithm usable in practice.Showing VRayLightMtl material texture in the 3ds Max viewportVladimir Koylazov2015-02-25 | This short video shows how to make visible the texture assigned to a VRayLightMtl material in the Nitrous viewport without switching all materials to "Realistic" mode.V-Ray add/remove DR servers on the flyVladimir Koylazov2015-02-20 | Some random feature or another from the next V-Ray 3 service pack.More experiments with VRayScatterVolumeMtlVladimir Koylazov2015-02-16 | Turns out I had a bug that caused the light cache to not be used to the full possible extent. Once I fixed it, the material renders smoother and a lot faster.
This example uses a slightly anisotropic phase function (0.3) to give the material a watery appearance.VRay2SidedMtl stack of paperVladimir Koylazov2014-11-09 | In this video I animated the translucency value of a VRay2SidedMtl applied on a stack of planes. It is interesting how higher translucency values make the paper look more thin and greasy.Hair in V-Ray RT GPUVladimir Koylazov2014-10-17 | Goofing around with a (very) early version of hair support in V-Ray RT GPU on two GTX 980'sTesting the implementation of VRayFastSSS2 on the GPUVladimir Koylazov2014-09-20 | This is an early test of the implementation of VRayFastSSS2 material for V-Ray RT GPU.
Quite unfortunately, YouTube's compression completely kills the quality in the dark regions.
The model is free from Infinite Realities: http://ir-ltd.netHow to create a dome camera in V-Ray for NukeVladimir Koylazov2014-09-10 | This short video shows how to use the Python post-translate callback in V-Ray for Nuke to render with a dome camera.Rendering with the light cache on the GPUVladimir Koylazov2014-09-08 | This is a test of rendering with the light cache on the GPU. The light cache itself was precalculated in fly-through mode on the CPU.
Unfortunately the final colors and quality of the video have nothing to do with the actual renders - I don't know why the video comes out all washed out and blurry.buddha vrayscattervolume mtlVladimir Koylazov2014-08-24 | Buddha statue from the Stanford scanning reporistory, rendered with VRayScatterVolume material.V-Ray RT with nVidia VCAVladimir Koylazov2014-08-21 | Me playing around with an nVidia VCA - this video shows V-Ray RT GPU for 3ds Max, Maya and V-Ray Cloud using one VCA box as a render server.V-Ray track mouse for progressive renderingVladimir Koylazov2014-05-05 | Another test of the "track mouse while rendering" function for progressive/RT rendering in V-RayV-Ray Track mouse while rendering for progressive modeVladimir Koylazov2014-05-05 | An early test of the "Track mouse while rendering" function for progressive/RT mode148 million particlesVladimir Koylazov2014-02-05 | A very short animation of 148 million particles simulated with Phoenix FD, exported to .vrmesh files and rendered with V-Ray 3.0maya_rt_viewportVladimir Koylazov2013-03-06 | Testing, testing... 1, 2, 3...Another vector PTex displacement test with V-RayVladimir Koylazov2013-02-23 | Test to see if there are any issues with deforming geometryTest of PTex vector displacement with V-RayVladimir Koylazov2013-02-22 | A test of PTex vector displacement on a subdivision surface under strong deformation with V-Rayvray rt forest proVladimir Koylazov2013-02-04 | V-Ray RT 2.4 GPU with Forest ProthingVladimir Koylazov2012-07-24 | This is my high school project "Thing" coded between 1995 and 1997. This video shows the original executable, compiled with Borland Pascal and running in DosBox.V-Ray animationVladimir Koylazov2011-07-09 | Single-pass animation with V-Ray; Original resolution: 900 x 500; DOF+motion blur + GI (brute force + light cache with "use camera path", "use light cache for glossy rays" and "retrace" options enabled). Render time 1m 25s per frame on 2 x Intel X5660 @2.8 GHzRender-time booleans with VRayDistanceTexVladimir Koylazov2011-02-18 | VRayDistanceTex texture used to do a render-time boolean effectV-Ray RT in MayaVladimir Koylazov2010-08-20 | Some tests of the first beta version of V-Ray RT in Maya