Vlado hints at a Chaos Group real-time renderer
In an interview with Evermotion, Vlado has alluded to the possibility of Chaos Group developing their own real-time renderer. In response to a question about the future of V-Ray in light of competition for the likes of Unreal or Unity Vlado replied ” I don’t know why you think we are not interested in our own real-time renderer 🙂 […] Products like Unreal and Unity are first and foremost focused on games, and everything else comes second. […] We believe that there is a place for a single-click real-time engine that can be used during the design phase of projects inside applications like 3ds Max and Maya […] It is a challenge for sure and sort of competing with a huge company like Epic is intimidating, but it will be interesting and fun”.
A recent blog post on the Chaos Labs site also mentions recent experiments with the new ray tracing features for DirectX “to bring a new level of interactivity to V-Ray across our product line” but the possibility of a real-time engine created by Chaos Group is certainly interesting. We’ll post more news as it becomes available, in the meantime, you can read the full interview on the Evermotion’s website.
I would definitely be interested in this! Migrating 3ds Max scenes to Unreal is easier than ever, but it’s still an extra step and an extra software to know. If V-Ray had a well integrated realtime renderer inside of Max, it could be a real time saver. I could see using it quite a bit for things that don’t need to be photo real like motion graphics and technical animations.
sounds a bit like eevee for blender 2.8
It is mentioned on this podcast as well : https://www.chaosgroup.com/blog/vlado-v-ray-next
Some sort of real time Vray would be fantastic. If Blender can do it, I guess they can too.
I’m really curious as how this compares to DataSmith/Unreal Studio. A one-click solution to migrate a 3ds Max scene to UE4 would be very welcome. My vew experiments with Corona based scenes to UE4 through Unreal Studio still need quite some cleaning up and tweaking to do..
This is good not just for the sake of it, but rather for the purpose of having UE4 and Unity (notably UE4) stop developing and putting resources and time on migration and Architectural side of things and focus back where they need to and that’s developing tools for game developers rather than spreading apart like a Swiss army knife, which is proving to be counter intuitive and a waste of time and resources. If Vray pulls such a move then it will certainly kill the need to take anything to UE, just do it in the 3d app and be done with it, with better tools, faster workflow, and everything in between. Leave game engines for games and game art!
Eh no……. Honestly it the other way around Game engine all need to learn from DC application and other industry (That focus on stability simplicity and greater compatibility) , There should of already been a data-smith like format for Unity and Unreal a Very long time ago .The time wasted getting a asset into Unreal from maya should be cut in half . Thank god other industry are interested in gaming engine I would love one button solution to get asset into Unreal and unity without having to do double the work ,. Gaming Industry centric application tend to be Garbage and gimmiky with a capital “G” , Nvidia hairworks ? something that only works on certain gpus and can only be properly integrated with help from nvidia coders ?. And never be used again >_> Euphoria engine? That AI / Physics software that crawled into a corner and died with a 9000 dollar price tag . The Gaming industry software tend to be under develop , Under-documented and play poorly with other software , They try to reinvent the wheel and make very little progress doing it .. In industry like the VFX industry there at least an incentive to get software to work together with other platform ( like MDL )material or Universal scene description )
I get what you are saying and I’m with you on user friendliness and all, but that’s not what’s happening, the migration tools are more for static objects and limited to a specific thing, and even that is not on a solid functional level. Very little is done for animation import/export purposes that are really useful for game development, issues such as not being able to add or merge morph targets onto an existing imported asset, Alembic still in experimental stages, workflow issues inside UE after the imports, their outliner not being organized and all over the place, sequencer is still behind in many things, and many other real world pipeline issues that could be fixed but are temporarily neglected or delayed because of other priorities that I would argue are not really that important right now for those who are in game production. And one of them I can imagine are these tools aimed at architecture firms.
And to top it all taking your scene into UE4 to check it in realtime is never going to be a one click solution no matter what they do, there will be hours and days of lighting and shading adjustments and God knows what else.
So if Vray makes it work in the same App, in this case 3ds max, then you don’t have to take it anywhere and can be sure it will work with far less troubleshooting. This will somewhat remove the game engine from the equation and have those guys focus on what’s really important to that field and to the field of having 3d art import/export pipelines relevant to game development and artist or animators alike along with putting more time making the engine the tool that it is meant to be.
Please stop adding support for VRay into every app in existence and make your GPU renderer feature complete and production ready in the applications you already support like Maya. As a paying customer with 30+ licenses I would rather the development time go towards what is already there.
We are putting quite a bit of effort in our GPU renderer, as you can see from our recent announcements.
Best regards,
Vlado