I'm sorry your email wasn't responded to- I'll go through the list here and respond as I go
- A better material browser, not a simple list but something like in 3dsMax with slots (so we can "browse" textures also) and with options to copy/paste materials, textures, colors etc..*
The material editor, along with much else, is a work in progress. We plan to improve the UI and functionality as we go. We've already discussed many improvements and are planning how to implement them
- Possibility to use VrayMtl in Global Options > Override materials (at the moment we can only use color not shader)
I'm sure we can work this out - I assumed that for overrides people generally just used a simple diffuse color and ignored most of the more complicated features of a material (reflection/refraction/mapping)
- Per object GI control** or VRayMtlWrapper or VRayOverrideMtl
This has been a hot topic in several forum threads. We plan to add per-object environments / shadows / displacement etc.
- Displacement map
At the time of our initial release displacement mapping wasn't pulled out into the VraySdk. I'm told they are making progress with this as they move V-Ray to Maya. So it should be available to us in the future. This will fall into the category of the per-object properties
- Toon material
- Blend material
- Dirt material
These are all possible and have been discussed. I can't give you a timetable on their implementation
- IES support
This idea has been kicked around but we haven't made solid plans on it. I believe there is a post by Micha that shows how to hack IES support. I'll have to look around for that link.
- Distributed rendering
This, along with network rendering is important to us and all of our users. We do plan on implementing these features as soon as possible.
- Mitchell-Netravali Antialias filter
I'm sure I could ask Chaos Group to include this filter
- Compatibility with VrayMaterials for Max
We've discussed a global V-Ray material with Chaos Group. I'm not sure if there has been any progress with it. Until then we're working on expanding our own proprietary vismat format. We are currently developing a conversion from the mat format to the vismat. We'll post more info about this as development progresses
- Vray Sun/Sky, phisical camera and other new features of VrayforMax
We've already added these features to our V-Ray for SketchUp development build. Since both of our applications share common base code it is just a matter of tying in the Rhino-specific code.
Can you also explain me the real difference between VfR application and VfR exporter?
I mean, when Vray will be releasead as a Standalone, if i already have VfR, i need to buy also the exporter?
Or better, if i buy the Vray Standalone Version i need to buy the Rhino exporter or all plugins are included?
Do you know when Vray Sandalone will be released? (i know there is no answer to this, but,,)
I'm not 100% sure what the fate of our exporter is. Originally V-Ray for Rhino started as just an exporter. But when we realized that the V-Ray standalone could be a distance off we decided to make an in-application renderer for Rhinoceros. I don't want to speculate too much on how that would work - and I don't know how far along the standalone is in its development phase. My gut instinct would be the exporter would probably be a feature of our current plugin- meaning we would allow the printing of the V-Ray scene format from within V-Ray for Rhino. But we may also allow people to just buy the exporter by itself. Pricing / licensing stuff hasn't been discussed much since we're still not sure how far off the V-Ray standalone is.
All render plugins for Rhino 4.0 can use the Brazil for Rhino material (and texture) browser/editor, is this used in your update?
I believe our initial Rhino4 port will use the same material editor as version 3. But we're open to utilizing more of the RCM package.
I hope this clears up some of your concerns/questions. Don't hesitate to ask if you need me to clarify anything.