Node based material editor would be really good. I was also hoping for more scatter options/tools to make more realistic landscapes, paths vegetation and such for exterior renders.. Like Forest Pack for 3ds max.
Try Vray for free here: www.chaos.com/try-free/gediminas Here is a full list of everything that has been added to Vray 6 for Rhino: docs.chaos.com/display/VRHINO/What%27s+New+in+V-Ray+6
The node base material tree is essential ! Additionally, we had all sorts of mesh materials like Metal_Pattern_F_bmp_5cm in Vray 5...I cant find it in Vray 6 in cosmos , it is essential in arch.
Oh I haven't noticed that there are some materials missing. I assume those will be re-added shortly, or else it's a big issue. Specially for opening files that have those materials referenced.
Thank you GK!. Although some of these features can be helpful. I couldn't justify the increased upgrade price for the perpetual. I paid less than $400 for an upgrade from Next -> 5 but now the cost is more than double... I guess I'm sticking with V5 for a while hoping a longer support through Rhino V8
@@DesignGoBrr totally. Getting material control in GH opens a new dimension in dynamic geometry probably something like dynamic dirt texture that adjust accordingly to an attractor point! 🙏
Hi , I’m trying to use the nmesh tool but is not working , is the reason why you didn’t talked about ? Thanks in advance and really good job,your tutorials are always amazing!
At the time of recording NMesh was highly unstable (referencing objects worked 20% of the time) so I do not consider it as an added feature. Rather it's a placeholder for a future feature to be added. Once it works - I'll talk about it
Hi! I have a question. Like a year ago you said that you would start a Rhino.Inside.Revit Course in youtube, is that still the case? Because i dont find it in your chanel. Thanks for your work!
@@DesignGoBrr Oh that's very nice! Cant wait to see it! By the way, do you know any other quality youtube channel in which they teach rhino.inside.revit (newer version)?
+1 Node Based Material Editor... I still remember my frustration when they did the UI overhaul years ago and the node editor was not there. I honestly could not believe it. Now in 2022 still missing. You really start to wonder if they ever try to create a complex shader themselves with this nested instances mess. Truely the ultimate pain in the butt.
Hi GK very helpfull ;-) do you know if the guys from chaos are working on decal with displacement and also on the exclude include objects (as path) for scattering?!
It would be nice to have more control over vray vegetation assets like trees. Some kind of density slider for the leaves to imply seasons / show objects behind these trees better / have more interesting shadow play on other objects by these trees. I have the problem merging trees and trying ti change leaf color from green to yellow for a fall feel and the asset glitches and fails to show any material or opacity. That’s my wish 🙏🏼
Дз бз же зддзззззддзззщз щ за зздздздздз да да д д здздз ззд з з зззз за здд з зддздзз ззд д жду зд ддзддд дд дззз да зззззззздздзщбзб да збддззэззззздзззздзщззддззззздздзщд
I definitively agree with you that a node-based material editor is necessary to deal with complex materials. One needs to realize how nested textures are working at a glance. The actual system is a pain in the neck!
Hmm I think there's always going to be a missmatch due to different algorithms being used. The trick is to never use CPU rendering and assume that whatever you get with GPU is what it would ideally look like :D
Chaos guys, it's too late! Rhino is one of the most advanced and high-detail 3D softwares with the latest modeling techniques and outputs, but they didn't get the chance to be Rhino's main render engine because they procrastinated in developing rendering features in comparison to the same version of Vray for 3DSMax. When we needed those modifications in Rhino5 at the office, I remember those days...For elite level designers, all we need is a simple and handy bridge (such as DataSmith Nextgen) to connect rhino 3D models with UE, nothing more!
For the "toon shader", I already asked chaos and they said it was on the roadmap. let's hope that is coming soon. It's in 3dsmax why not in rhino. For me it would be a decisive point to move to vray 6. For the moment I will stay with vray 5. One last point, it should work with RTX!!!
Yea, I remember asking them about the toon Shader in 4.23 or 4.27 , a few years ago. That's when it got added to the roadmap (I think).. Would be about time that it actually got implemented..
I think the node material editor is doable by Chaos. They need to design a proper GUI because the one available in 3ds Max can't be 100% copied. In Rhinoceros I really miss the animation part. It's available only through Bongo which costs a lot of money compared to the Rhino price. To animate mechanisms we have to export the model to other 3d modeling software and if we need to replace some parts we have to export/import again and again. I really don't understand why McNeel never integrated Bongo in Rhino. Regarding the cell shading, which is the key point of Keyshot to create beautiful technical renders, McNeel could expand the features of Cycles. In Blender we have all the Cycles features, included the cell/cartoon shaders. Mcneel used the 10% of Cycles. Please test Speckle, it links Rhinoceros and GH to Blender, let us know if it works good.
Actually Mcneel are working on a Cycles X upgrade for Rhino 8 release... At least that was the plan earlier this year - so we might end up seeing functionality similar to that of Blender's Cycles engine. As for the animations - yea, unfortunately they seem to have 0 interest in introducing keyframes, which sucks quite a bit - but at the same time I get it. Mcneel are quite limited on resources and talent (as in amount of developers), so they prioritize the modeling workflows over everything else. (Said that FilletEdge is the weakest filleting tool out of all softwares that I use...)
We use real-time for consultations with clients/stakeholders and Vray for final presentation material (publications, social media and so on). Realtime still needs a few years to completely catch up in quality.
Yup. I think the ol' yoink-n-twist move is the best thing any developer can do. Most of the useful things are already out there, they just need to be packaged properly and presented to the public.
@@DesignGoBrr Its the smoke screen for the subscription model. Make it look like you work hard without doing anything at all. Hopefully Rhino can keep staying the fk away from this model.
A bit of a nothing burger update compared to the features added to 3D max and Maya. I was excited to see the node based rendering but now disappointed.
@@jasonvayanos5615 yeah I tried unfortunately, parallels can be a real pain to work with sometimes, especially with updates, and rhino just seems to run much slower by itself (for obvious reasons). But blender works great on M1 AND has node-based materials AND cell shading AND free and open source ;) P.S. sorry GK, don't mean to be shamelessly promoting blender on your vray video.
I Hate the fact that the Material Library united with Cosmos. I prefer to see my already made materials in fast preview inside Asset Editor. This limits my creativity. On the other hand, Distance Texture is an OMG COOL new tool! PS. Chaos Group please fix FILLETS 🤍
RENDER PAUSE... thank you guys, saved my life
same
Node based material editor would be really good. I was also hoping for more scatter options/tools to make more realistic landscapes, paths vegetation and such for exterior renders.. Like Forest Pack for 3ds max.
vegetation "painting" would indeed be cool to have~
Try Vray for free here: www.chaos.com/try-free/gediminas
Here is a full list of everything that has been added to Vray 6 for Rhino: docs.chaos.com/display/VRHINO/What%27s+New+in+V-Ray+6
The node base material tree is essential ! Additionally, we had all sorts of mesh materials like Metal_Pattern_F_bmp_5cm in Vray 5...I cant find it in Vray 6 in cosmos , it is essential in arch.
Oh I haven't noticed that there are some materials missing. I assume those will be re-added shortly, or else it's a big issue. Specially for opening files that have those materials referenced.
Thank you GK!. Although some of these features can be helpful. I couldn't justify the increased upgrade price for the perpetual. I paid less than $400 for an upgrade from Next -> 5 but now the cost is more than double... I guess I'm sticking with V5 for a while hoping a longer support through Rhino V8
What kind of functionality would make the cost worth it? For me - procedural material creation with Grasshopper
@@DesignGoBrr totally. Getting material control in GH opens a new dimension in dynamic geometry probably something like dynamic dirt texture that adjust accordingly to an attractor point! 🙏
Also getting render layers control in GH can be a good addition
Hi , I’m trying to use the nmesh tool but is not working , is the reason why you didn’t talked about ?
Thanks in advance and really good job,your tutorials are always amazing!
At the time of recording NMesh was highly unstable (referencing objects worked 20% of the time) so I do not consider it as an added feature. Rather it's a placeholder for a future feature to be added. Once it works - I'll talk about it
Hi! I have a question. Like a year ago you said that you would start a Rhino.Inside.Revit Course in youtube, is that still the case? Because i dont find it in your chanel. Thanks for your work!
I'll start recording it next week. I've been waiting for the university in which I teach to upgrade their software
@@DesignGoBrr Oh that's very nice! Cant wait to see it! By the way, do you know any other quality youtube channel in which they teach rhino.inside.revit (newer version)?
@@mohamedlarbilalami4304 Not really - perhaps Balkan Architect has done something about it, but besides him - I'm not too sure..
Atmospheric effects per object would be fun, for example in a swimming pool, in order to get light rays through the water...
+1 Node Based Material Editor... I still remember my frustration when they did the UI overhaul years ago and the node editor was not there. I honestly could not believe it. Now in 2022 still missing. You really start to wonder if they ever try to create a complex shader themselves with this nested instances mess. Truely the ultimate pain in the butt.
Another one joins the club.. welcome
Hi GK very helpfull ;-) do you know if the guys from chaos are working on decal with displacement and also on the exclude include objects (as path) for scattering?!
No idea for both. Hmm displaced decal would be pretty cool to have though!
@@DesignGoBrr hahaha ... i have just received an answer from them, they are working on it .. The features are available for 3Dmax and etc. Thanks
It would be nice to have more control over vray vegetation assets like trees. Some kind of density slider for the leaves to imply seasons / show objects behind these trees better / have more interesting shadow play on other objects by these trees.
I have the problem merging trees and trying ti change leaf color from green to yellow for a fall feel and the asset glitches and fails to show any material or opacity.
That’s my wish 🙏🏼
yea - snow coverage is possible to do in-engine these days, that would be a welcome addition for sure~
@@DesignGoBrr зщ зд здравствуйте дз. ДД дзз щз да дздзддд. ззд за ддздд
Дз бз же зддзззззддзззщз щ за зздздздздз да да д д здздз ззд з з зззз за здд з зддздзз ззд д жду зд ддзддд дд дззз да зззззззздздзщбзб да збддззэззззздзззздзщззддззззздздзщд
amazing !! how did u create the brownish metal material for the robot please? it looks insane
I did it during the livestreams on my second channel called Geddan :) the recordings of them are there.
I definitively agree with you that a node-based material editor is necessary to deal with complex materials. One needs to realize how nested textures are working at a glance. The actual system is a pain in the neck!
yup, tru
Fantastic! Thank you! Dirt... finally a great explanation.
Glad it helped!
Is it possible to get identical production renders from CPU and from RTX? Or do we need to still resort to CPU only for final production renders?
Hmm I think there's always going to be a missmatch due to different algorithms being used. The trick is to never use CPU rendering and assume that whatever you get with GPU is what it would ideally look like :D
i want to see more 3d models and better organization to all the elements in vray
I agree, the materials right now on Cosmos are 95% similar fabrics. I'm sure the 3D model library will improve over time...
They are adding 3D models at a stable pace. I think in a year or so the library will be big enough to facilitate >90% of the use cases.
Chaos guys, it's too late! Rhino is one of the most advanced and high-detail 3D softwares with the latest modeling techniques and outputs, but they didn't get the chance to be Rhino's main render engine because they procrastinated in developing rendering features in comparison to the same version of Vray for 3DSMax. When we needed those modifications in Rhino5 at the office, I remember those days...For elite level designers, all we need is a simple and handy bridge (such as DataSmith Nextgen) to connect rhino 3D models with UE, nothing more!
I think they will do just fine after the recent merger with Enscape (thus creating a proper window into the real-time render market)
There is no limit to my disappointment, why are there no settings for each camera ?? Why can't I set up clipping for multiple cameras? Aspect ratio??
You should ping the forums, if there's enough of us asking for it - perhaps Chaos will develop it
For the "toon shader", I already asked chaos and they said it was on the roadmap. let's hope that is coming soon. It's in 3dsmax why not in rhino. For me it would be a decisive point to move to vray 6. For the moment I will stay with vray 5. One last point, it should work with RTX!!!
Yea, I remember asking them about the toon Shader in 4.23 or 4.27 , a few years ago. That's when it got added to the roadmap (I think).. Would be about time that it actually got implemented..
I think the node material editor is doable by Chaos. They need to design a proper GUI because the one available in 3ds Max can't be 100% copied. In Rhinoceros I really miss the animation part. It's available only through Bongo which costs a lot of money compared to the Rhino price. To animate mechanisms we have to export the model to other 3d modeling software and if we need to replace some parts we have to export/import again and again. I really don't understand why McNeel never integrated Bongo in Rhino. Regarding the cell shading, which is the key point of Keyshot to create beautiful technical renders, McNeel could expand the features of Cycles. In Blender we have all the Cycles features, included the cell/cartoon shaders. Mcneel used the 10% of Cycles.
Please test Speckle, it links Rhinoceros and GH to Blender, let us know if it works good.
Actually Mcneel are working on a Cycles X upgrade for Rhino 8 release... At least that was the plan earlier this year - so we might end up seeing functionality similar to that of Blender's Cycles engine. As for the animations - yea, unfortunately they seem to have 0 interest in introducing keyframes, which sucks quite a bit - but at the same time I get it. Mcneel are quite limited on resources and talent (as in amount of developers), so they prioritize the modeling workflows over everything else. (Said that FilletEdge is the weakest filleting tool out of all softwares that I use...)
For our office the way to go is the use of realtime renderengines.
We use real-time for consultations with clients/stakeholders and Vray for final presentation material (publications, social media and so on). Realtime still needs a few years to completely catch up in quality.
So they basically added clouds from Enscape and Distance shader from Corona. Nice.
Yup. I think the ol' yoink-n-twist move is the best thing any developer can do. Most of the useful things are already out there, they just need to be packaged properly and presented to the public.
@@DesignGoBrr Its the smoke screen for the subscription model. Make it look like you work hard without doing anything at all. Hopefully Rhino can keep staying the fk away from this model.
A bit of a nothing burger update compared to the features added to 3D max and Maya. I was excited to see the node based rendering but now disappointed.
Hopefully in 6.1 ... perhaps in 6.5 ... realistically in 7.0
It's just full of bugs and much much slower than v.5
if only I could use vray for rhino on my mac... smh
...or V-Ray for Rhino on Windows 11 ARM running via Parallels on Apple Silicon...
Insert "you get what you deserve" meme here
@@jasonvayanos5615 yeah I tried unfortunately, parallels can be a real pain to work with sometimes, especially with updates, and rhino just seems to run much slower by itself (for obvious reasons).
But blender works great on M1 AND has node-based materials AND cell shading AND free and open source ;)
P.S. sorry GK, don't mean to be shamelessly promoting blender on your vray video.
I Hate the fact that the Material Library united with Cosmos. I prefer to see my already made materials in fast preview inside Asset Editor. This limits my creativity. On the other hand, Distance Texture is an OMG COOL new tool!
PS. Chaos Group please fix FILLETS 🤍
I kinda like it - it's a bit more tidy to have it all in one place. And it's mcneel not chaos who need to step up their FilletEdge game