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Chaos Group wydało nową wersje jednego z najlepszych silników renderujących V-Ray 1.50 Service Pack 3.

 

Nową wersje możecie ściągnąć z tej strony.

 

Źródło: www.cgnews.pl - aktualności ze świata CG.

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ajjj ja dopiero w poniedziałek sie dorwę :/ trzeba szybko przekatować nowe ficzersy :) wrzucaj SWRSC do testowych jak cos

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Fajne fjuczersy dodali szczegolnie mesh light :), fogi itp no i button LWF w CM :D

[edit] nie ma jeszcze tego w tej wersji niestety :p

Edytowane przez hcpiter

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Owa nowa wersja;) dostępna w końcówce roku 2008..Kwestia rozmowy z valdo ..No, ale ok. jest news taki oficjalny :) a to lista zmian itp..dla zainteresowanych..

 

New features:

(*) VRayFastSSS2 material for simulating accurate sub-surface scattering;

(*) VRayEnvironmentFog atmospheric effect;

(*) VRayLightMtl has options to generate direct light;

(*) VRayLight has a "Mesh" mode to allow geometric lights;

(*) Support for the 3ds Max Arch&Design material (most basic options are supported);

(*) Support for vector displacement in VRayDisplacementMod;

(*) Global ambient occlusion for all supported GI engines (irradiance map, light cache, photon map);

(*) Added VRayVectorDisplBake material and VRayNormalMap textures to help produce and use textures for vector displacement;

 

Modified features:

(*) V-Ray requires a SSE2-capable processor even for 32-bit versions;

(*) Reduced flickering for time-interpolated irradiance maps;

(*) Support for volumetric irradiance maps, light cache and photon maps;

(*) VRayFur uses volumetric irradiance maps/light cache to speed up rendering;

(*) VRaySun is never visible to GI rays (removes spots from the sun in the irradiance map);

(*) The "Default lights" option now has three possible values - "off", "on" and "off with GI";

(*) Added MaxScript access to the include/exclude lists of VRayLights (including VRaySun and VRayIES) through the "excludeList", "includeList" and "inclExclType" MaxScript properties;

(*) Camera information (transformation, FOV etc) is written to .vrimg and OpenEXR files when using the "Raw image file" option of the V-Ray VFB; vrimg2exr also translates this information;

(*) Support for region rendering directly in the V-Ray VFB;

(*) The "Affect alpha" option of VRayMtl has been replaced with "Affect channels" option and allows propagation of all render elements, not only the alpha channel;

(*) The alpha channel is correct for glossy refractions that have the "Affect channels" option set to "Color+alpha" or "All channels";

(*) The "Use irradiance map" option in VRayMtl materials now concerns the light cache too;

(*) VRayDirt texture has include/exclude options for objects that should affect and should be affected by the dirt texture;

(*) The default Distribution parameter of VRayDirt is set to 1.0 (corresponds to using the dirt for ambient occlusion);

(*) Camera overrides (e.g. spherical, box etc), work when rendering through a VRayPhysicalCamera, picking the exposure from it;

(*) Added another preview option to VRayProxy (preview from file as faces instead of edges);

(*) Added animation export parameters to the meshExport() MaxScript function;

(*) Option to specify the maximum number of faces in the preview of exported .vrmesh files;

(*) VRayProxy has the possibility to extract the geometry from the .vrmesh file as a 3ds Max mesh;

(*) When exporing a .vrmesh file, V-Ray will put up a warning if the file already exists;

(*) In VRayProxy objects, a sequence of '#' characters in the file name is replaced with the current frame number;

(*) Added "Horizontal offset" and "Vertical offset" parameters to VRayPhysicalCamera;

(*) Added "Horizontal shift" parameter to the physical camera;

(*) The MultiMatte render element has an "affect matte objects";

(*) The MultiMatte render element works with transparent objects;

(*) The VRayZDepth render element works with transparent objects (when "Enable filtering" is ON);

(*) The VRayZDepth render element has filtering enabled by default;

(*) Added "Affect matte objects" option to VRayExtraTex render element;

(*) VRayExtraTex render element works with transparent objects;

(*) Render element names reverted to VRay* (without underscore);

(*) Option to restart render slaves for DR after the rendering completes;

(*) The distributed rendering settings window can be resized now;

(*) Check/uncheck all selected servers in DR settings dialog;

(*) Support for the incremental modes of the irradiance map in distributed rendering;

(*) V-Ray will transfer the 3ds Max gamma settings for DR rendering;

(*) Some small changes in the network code to see if DR is more reliable;

 

Bug fixes:

(*) Textures saved from RTT were black;

(*) Fixed an error in the V-Ray materials conversion script for Raytrace materials;

(*) Camera transformation sampling for motion blur now matches that of scene objects for the same number of geometry samples;

(*) Camera motion blur now works when rendering frames outside the current animation range;

(*) VRayFastSSS2 material was not visible in the VRayMtlSelect render element;

(*) Fixed issues when using alternate licensing servers;

(*) VRay2SidedMtl material did not list the translucency texture map in Track View;

(*) VRayLightMtl did not work with color and transparency mapping when the "Direct illumination" option was enabled;

(*) VRayLightMtl did not work with the "Emit on backside" option when the "Direct illumination" option was enabled;

(*) VRayEdgexTex did not keep its name when saved to a material library;

(*) Running the V-Ray material conversion script on scenes containing Arch&Design materials produced an error;

(*) Crash if using an override material with interpolated reflections/refractions;

(*) Orthographic views render straight lines instead of curves when using PowerNurbs;

(*) Fixed crash with displacement;

(*) VRayFur density map did not work with Falloff map in Distance blend/Object mode;

(*) The exposure slider in the V-Ray VFB could be moved out of the color corrections window;

(*) Exposure correction in the VFB was not applied when 3ds Max scene is loaded;

(*) New thumbs could be added to the exposure slider;

(*) V-Ray generated z-depth channel in the GBuffer did not match the scanline renderer;

(*) Velocity channel info not correct for moving cameras if the motion blur parameters of V-Ray are not the default ones (even when V-Ray moblur is off);

(*) Fixed a crash when unloading dynamic geometry;

(*) VRayCompTex did not list its textures as sub-anims to 3ds Max;

(*) The browse file dialog for VRayIES lights now uses the *.ies filter by default;

(*) VRayToon did not support the 3ds Max atmospheric gizmo access methods;

(*) Crashes with VRayHDRI while rendering with open material editor;

(*) Incorrect with W mapping coordinate of VRayFur;

(*) Changing the color mode of VRayIES to "Temperature" did not enable the temperature spinner until the light is re-selected;

(*) VRayFastSSS did not list its textures as sub-anims to 3ds Max;

(*) V-Ray evaluated all objects at time 0 before starting the rendering - this is now done only when using the irradiance map animation modes;

(*) VRayProxy .vrmesh files not archived when using File > Archive is 3ds Max 9 and later;

(*) VRayHDRI maps not archived when using File > Archive is 3ds Max 9 and later;

(*) VRayIES profiles not archived when using File > Archive is 3ds Max 9 and later;

(*) VRaySimbiont shaders not archived when using File > Archive is 3ds Max 9 and later;

(*) Issues exporting .vrmesh files with the '#' character in the names (now these are replaced with '_');

(*) Object properties not preserved when objects are automatically converted to proxies during .vrmesh export;

(*) Issues animating the vertical shift using the "Guess vertical shift" button;

(*) DR slaves could hang in an indefinite state while rendering;

(*) DR slaves rendered black buckets if rendering was cancelled while receiving the .max scene of a previous render;

(*) Incorrect sampling rate with the Adaptive subdivision image sampler and the "Don't affect final colors" option on;

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A gdzie Active-Shade dla v-raya? Obiecuja obiecuja a tu ciągle nie ma. Jako, ze pracuje na leciwym juz procku to taki active-shade bardzo ułatwiłby mi robote a przede wszystkim przyspieszył (rendery testowe ciagnace sie w nieskonczonosc to srednia zabawa...) :)

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