PCZ Napisano 5 Maj 2011 Napisano 5 Maj 2011 Ukazała się nowa wersja V-ray dla 3d studio max 2012. Do pobrania na http://www.chaosgroup.com
adek Napisano 5 Maj 2011 Napisano 5 Maj 2011 Skąd ta informacja? Z panelu klienta? Rozumiem, że to została udostępniona wersja dla 2012 i zmian nie ma żadnych. Nigdzie nie mogę znaleźć wzmianki o tym.
Orangegraphics Napisano 5 Maj 2011 Napisano 5 Maj 2011 jakieś zmiany są? nie mogę siędostać do panelu klienta bo nie mam przy sobie danych
pionix Napisano 5 Maj 2011 Napisano 5 Maj 2011 Jest do pobrania w panelu klienta ale żadnych informacji o jakichkolwiek zmianach nie ma. Pobieranie też idzie jak krew z nosa.
PCZ Napisano 5 Maj 2011 Autor Napisano 5 Maj 2011 (edytowane) Jest sporo zmian i kilka nowych rzeczy. To wersja z Service Pack 1. Najpierw była udostępniona do 2012, teraz jest wersja 2.00.SP1 dla pozostałych. Edytowane 5 Maj 2011 przez PCZ
Orangegraphics Napisano 5 Maj 2011 Napisano 5 Maj 2011 (edytowane) nie ma changeloga póki co, ale coś nowego chyba jest bo Vlado napisał dzisiaj na chaosgroup po pytaniu o changeloga I will post the changelogs a bit later; Phoenix FD for 3ds Max 2012 will come next week. edit, właśnie zassałem i zainstalowałem. oto changelog: Build 2.10.01 official (3 May 2011) ============== New features: (*) Separate VRayFlakesMtl material with just the flakes from the VRayCarPaintMtl material; (*) Added VRayGLSL material for direct rendering of GLSL shaders with V-Ray extensions; Modified features: (*) The V-Ray RT render server prints out some more information in GPU mode (useful for troubleshooting); (*) Added access to the V-Ray material override exclude list from MaxScript; (*) Support for the four FumeFX render elements; (*) Ability to call the "Calculate" and "Save to CSV file" operations on the VRayLightMeter from MaxScript; (*) The "Browse" button for the "Split channels" file name now opens the folder with the currently selected name (if any); (*) Added an environment override slot for VRayCarPaintMtl material; (*) Added bump slot for the base layer of VRayCarPaintMtl material; (*) Ability to turn off "trace reflections" for separately for each layer of the VRayCarPaintMtl material; (*) Added MaxScript function, vrayEditDRSettings(), to open the DR settings window; (*) Added possibility to specify user command-line options to 3dsmax.exe when started from the V-Ray DR spawner; (*) VRayMtlID and VRayObjectID render elements now have an option to generate colors instead of integers for proper antialiasing; (*) XML output for the VRayRenderID render element; (*) MaxScript-only option "dome_visibleOriginal" for dome lights to control filtering of the light texture for glossy rays; (*) Added an option to VRayToon to compensate the camera exposure; (*) Ability to map the radius in VRayDistanceTex with a texture; (*) Option in VRayDistanceTex for a solid inside color; (*) Custom V-Ray materials now work in the Hair&Fur modifier; (*) Hair&Fur now produces the same object ID as the emitter object; (*) The V-Ray bitmap to VRayHDRI converter script did not take into account the input gamma of textures; (*) Crash with particular pre-render script that turns off V-Ray lights before rendering; (*) VRayBlendMtl material blocks the material IDs of its sub-materials; (*) V-Ray RT: Added support for RPManager material; Bug fixes: (*) Noise with "Clamp output" option enabled produced noisy renders; (*) Hilights from the base reflection layer of VRayCarPaintMtl material were darker than they should be; (*) Slow rendering with many overlapping VRayProxy primitives; (*) Randomly missing gizmos when rendering VRayEnvironmentFog; (*) VRayLights that exclude an object could still affect that object through GI; (*) Rendering with GI may use more detailed texture mip-map levels than necessary; (*) VRayHDRI may not respect the specified memory limit for tiled textures; (*) Crashes with particle systems with 3d displacement and motion blur enabled; (*) Spikes with 3d displacement with "Keep continuity" enabled and particular bad geometry; (*) Incorrect velocity element with VRayFur; (*) Image copied from VFB to clipboard had the first column of pixels swapped for the last one; (*) Loading an image in the V-Ray VFB with a different resolution did not work correctly; (*) img2tiledexr used wrong formula when converting images from sRGB color space; (*) vrim2exr did not preserve the pixel aspect information in the resulting .exr file; (*) ply2vrmesh can convert RealFlow .bin files to .vrmesh files; (*) VRayExposureControl was not accessible from MaxScript; (*) Script error when there is a VRayPlane object in the scene; (*) VRayPhysicalCamera in "Movie" mode was not exported correctly; (*) Mesh lights were not exported with the .vrscene exporter script; (*) Fringes on the edges of flakes in VRayCarPaintMtl material; (*) Crash with VRayCarPaintMtl material when rendering of texture maps is globally disabled; (*) Warning about "Retrace threshold" and "Use light cache for glossy rays" was printed even when not using the light cache; (*) Exception after rendering when the "V-Ray raw image file" is chosen and the V-Ray VFB is not enabled; (*) The V-Ray presets did not load if they were saved on a system where the decimal symbol is ","; (*) The file save dialog for .vrimg/.exr files was not resizable; (*) The VRayFastSSS2 material was not exported by the .vrscene MaxScript exporter; (*) The VRayLightSelect element allowed the user to pick meshes instead of just lights; (*) Incorrect velocity element when rendering Hair&Fur natively; (*) The .dra file exported from the Hair&Fur plugin is now moved to the temporary 3ds Max folder instead of the root one; (*) Wrong spelling for "affect specular" option in VRaySun; (*) Slow rendering of VRayEnvironmentFog with animated Noise texture; (*) V-Ray RT: Objects could disappear in animation; (*) V-Ray RT: When used as production renderer, animation of deforming objects was ignored; (*) V-Ray RT: Wrong exposure when physical camera type was "Move cam" or "Video cam"; (*) V-Ray RT: VRayEdgesTex was listed as incompatible with V-Ray RT; (*) V-Ray RT: 3ds Max froze if V-Ray RT was working as an ActiveShade renderer and the user attempted to run V-Ray RT as production renderer; (*) V-Ray RT: .vrscene export was not correct if the system decimal symbol was ","; (*) V-Ray RT: When V-Ray RT was used as production renderer and max. paths per pixel was 0, it was always reset to 64; (*) V-Ray RT: ActiveShade rendering is now paused when doing normal production rendering; (*) V-Ray RT: Render restarted when changing a perspective view, even if the ActiveShade window was locked to using another camera; (*) V-Ray RT: Scene was empty if motion blur was enabled; (*) V-Ray RT: Problem with canceling batch render of animations; (*) V-Ray RT: Adding new objects/lights is not reflected in the ActiveShade window in 3ds Max 2012; (*) V-Ray RT: Standard camera FOV animation was not working; (*) V-Ray RT: Support for the "Camera map per pixel" texture; (*) V-Ray RT: ParticleFlow systems did not update when an animation with V-Ray RT as production renderer; (*) V-Ray RT: Camera target distance was not updated correctly when rendering through Backburner; (*) V-Ray RT: Issue with VRayLightMtl material inside a VRayBlendMtl material; (*) V-Ray RT GPU: Textures for the color of VRayLightMtl material did not work; Edytowane 5 Maj 2011 przez Orangegraphics
deshu Napisano 5 Maj 2011 Napisano 5 Maj 2011 (*) Separate VRayFlakesMtl material with just the flakes from the VRayCarPaintMtl material; - najprzyjemniej by było, gdyby flakesy generowaly sie jako proceduralna mapa, bo to lipa, że trzeba rozkładać UV np. karoserii. (*) VRayMtlID and VRayObjectID render elements now have an option to generate colors instead of integers for proper antialiasing; - no wreszcie sie domyślili, że by sie przydało. Szkoda ze zapomnieli o WireColor
delgado88a Napisano 11 Kwiecień 2012 Napisano 11 Kwiecień 2012 Gdzie mozna ściągnąć v-ray dla 3ds max 2012?
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