Napisano 6 Marzec 200916 l 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. Edytowane 6 Marzec 200916 l przez CGNews
Napisano 6 Marzec 200916 l ajjj ja dopiero w poniedziałek sie dorwę :/ trzeba szybko przekatować nowe ficzersy :) wrzucaj SWRSC do testowych jak cos
Napisano 6 Marzec 200916 l 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 6 Marzec 200916 l przez hcpiter
Napisano 6 Marzec 200916 l 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;
Napisano 8 Marzec 200916 l 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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