I LOVE D5 RENDER, but I would like it more efficient and complete

Good morning everyone.
Here is a list of some improvements that I believe are possible in the future, hopefully in the short term.

  1. It is possible to change the materials on your model assets, such as the fabric and wood of a chair, but I do not understand why after inserting the new material, it can only be edited “at that moment”, as once detached from that template, the renewed material is no longer editable, unless you change it again.

This also happens with the basic models, such as cube, cylinder, plane, and the like and if I’m not mistaken also with the imported fbx / stand alone imported models, then those “out of the scene” basic modeler.

Being able to edit the materials in all possibilities, copy them, paste them, on all models, would be useful and convenient.

  1. I know, in order to fully enjoy the editing of materials, it is necessary to export (in my case MAX / VRAY) a complete model of materials, as if we import a model from max / vray, with materials placed quickly, to be able to change to D5 RENDER, and for example, we are importing a “floor” material which for convenience is the same as a wall, then we will not be able to separate the material from the model, once the model is in D5.

This generates frustration and waste of time, as it can certainly be updated thanks to the synchronization of MAX (or other modeling software) with D5 render, but … especially for not very powerful PCs, the update operation.

In the past I have used render engines such as AUTODESK SHOWCASE (Now no longer exist) and (Solidworks Visualize) or even Keyshot itself, they do not need to import models with assigned materials, the only important need for these software is that there are effective separations between the different elements of the model, or alternatively, of the incoming nodes of subdivision texture.

It would be nice to be able to import models or scenes that, although they have applied materials (used as placeholders, even if only to separate the color of the material from a neighboring one), it is not necessary that they are all different materials.

Maybe, but I have to check it out, the “be unique” function can help to differentiate materials from models, but I’m not sure.

  1. The layers are very comfortable, but if I’m not mistaken, on certain elements and assets such as the scatter, the layers are not manageable.
    The scatter of large expanses with grass is really very heavy even for those with high performance computers, so being able to eliminate it quickly with a dedicated layer would be fantastic.

Also, I could be wrong, but I noticed a lot of difficulty in deleting a layer, the word “delete” remains inactive in any condition.

  1. The scatter is very useful, but in some cases it tends to block the scene, although there is a lot of attention in its use.
    But I realize it’s as convenient as it is challenging.

  2. GRASS and SCATTERING.

It would be necessary to have a lower “grass” model asset among those (many and all very beautiful …) currently available.
Unfortunately, beyond a certain minimum size, you cannot go.
Perhaps you could indicate which type of garden “grass” is useful to use.

I repeat that I have set the scatter to the minimum, and the grass is always too high.

It should be able to be halved, as a minimum height!

  1. Materials: In the future it would be great to be able to use nodes, or in any case have a shader even if it is not “nodal”, which can still mix more materials together.

  2. This is not a request, but an advice for all users.

D5 is great, but it is not only important to have a powerful graphics card and a good processor, if you build architectures with a lot of nature and plants outdoors, using scattering and lots of greenery, you will need 64 gigabytes of ram to not crash D5, since I switched to 64 Gbyte, many crash problems have been solved.

  1. Management of the elements of the scene.

Maybe I still have to improve, but it would be very nice to have separate palettes to manage the various elements of the scene, such as models, lights, materials.
In this sense, the D5 interface should be enriched with more control palettes which are always very useful.

  1. Detach your model assets.

There are very beautiful models, such as garden tables and umbrellas, which would be nice to be able to use independently from each other, separating for example, the chair from other elements of the composition.

  1. Lacks a manageable climbing ivy pattern to create highly branching compositions. (IVY …)

  2. Adding some more skies and some backdrops in HDRI format would be very useful.

  3. Solidworks visualize has a very convenient and powerful internal function, which repairs the normals of models that may have been imported with the normals with some problems.
    It would be a very useful function.

Hi kolortime,

Thank you for posting here, and we really appreciate your suggestions and we are glad to know more and more people are “loving” D5 Render. It is a big encouragement for our team.

  1. Yes, it is. You can use material picker (shortcut key: i) to select a material then edit it.
    In D5, a model has two status: locked/unlocked, and this determines whether your model/material can be selected with a single click. For reference, please view:
    Support : D5 Render
  2. For now, we use material ID to distinguish materials…we may optimize it in the future.
  3. To manage scattered plants, you can try this feature: Brush records.
  4. grass materials and Ivy plants will come out in the coming D5 2.3
    You can join our Discord server and wait for the beta testing.
    D5 Render

For other suggestions, we will take them into consideration, and keep improving D5 Render. Thanks again! (btw, welcome to watch our tutorials on Youtube D5 Render - YouTube)

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