rly Napisano 2 Czerwiec 2015 Napisano 2 Czerwiec 2015 Na stronie chaosgroup do pobrania wersja 3.2 silnika VRay. Wraz z aktualizacją pojawiła się spora lista zmian New features: (*) VRayVolumeGrid: Added support for rendering of fluid simulation data (Phoenix FD, Field3D and OpenVDB); (*) V-Ray: Added ability to add/remove DR servers on the fly from the Render Progress window; (*) V-Ray: The DR servers list is re-read whenever the vray_dr.cfg file is modified during rendering; (*) V-Ray: Added button to open the V-Ray messages log window; (*) V-Ray: Added camera object properties to control the number of transformation samples for camera motion blur; (*) V-Ray: Added support for 3ds Max 2016, including the new Physical Camera and Physical Camera Exposure Control; (*) V-Ray: MaxScript parameter to control the DMC random seed; (*) V-Ray: The V-Ray object properties allow to specify a given map channel as velocity channel (useful with some Alembic importers); (*) V-Ray: Provided tooltip descriptions for most of the renderer settings; (*) V-Ray RT CPU: Support for VRayEnvironmentFog; (*) V-Ray RT GPU: Added support for Composite map rendering; (*) V-Ray RT GPU: Added support for displacement; (*) V-Ray RT GPU: Added support for VRayMtl anisotropy; (*) V-Ray RT GPU: Added UDIM tag support; (*) V-Ray RT GPU: Implemented QMC sampling for CUDA engine; (*) V-Ray RT GPU: Initial support for texture baking; (*) V-Ray RT GPU: Support for spherical panorama cameras; (*) V-Ray RT GPU: Added support for 3ds Max Spot and Omni lights Decay and Near/Far Attenuation parameters; (*) V-Ray RT GPU: Added support for textures output Bezier curve output color correction; (*) VRayProxy: Added better methods for generating viewport preview meshes based on mesh simplification; (*) VRayProxy: Added Show whole mesh viewport display option; (*) VRayProxy: Support for exporting the VRayInstancer as a .vrmesh file preserving the instancing; (*) VRayStereoscopic: Support for stereo spherical/cylindrical panorama cameras; (*) VFB: Added ability to load the render settings for an image from the history window; (*) VFB: Can be zoomed in/out with the regular +/-/* keys (useful for remote access from mobile devices); (*) VRayCurvatureMap: A new texture similar to VRayDirt; useful for detecting mesh curvature; (*) VRayFur: Faster rendering; can now be accelerated by Embree; (*) Hair&Fur: Faster rendering; can now be accelerated by Embree; (*) VRayInstancer: Added ability to override node and V-Ray object properties of the source objects; (*) VRayInstancer: Added parameters to control the random seed, render percentage; (*) VRayInstancer: Added an experimental option for multithreaded instance generation (only for the V-Ray portion of the code); (*) VRayLight: Added a line that shows the orientation of the dome lights in the viewport, it also shows the center of VRayHDRI wrapping; (*) VRayOSLMtl: Added support for vray_subsurface() closure; (*) VRayOSLMtl: Added support for vray_hair() closure; (*) VRayOSLMtl/VRayOSLTex: Support for drop-down controls; (*) VRayHDRI: Added support for loading PNG grayscale with alpha images; (*) Texture baking: Additional bake elements for render to texture: VRayMtlReflectIORBake, VRayReflectionFilterMap; (*) V-Ray scene converter: Added initial implementation of conversion of Corona materials and lights; (*) ply2vrmesh: Support for conversion of particles from .geo and .bgeo files; (*) vrayspawner.exe can assign separate DR nodes to different processor groups; Modified features: (*) V-Ray: Reduced light cache leaks through a new parameter "Leak prevention"; (*) V-Ray: New default settings for the light cache; (*) V-Ray: The GI subdivs multiplier in the V-Ray object properties has been renamed to "Subdivs multiplier" and affects all shading samples for the particular object; (*) V-Ray: The render mask can work with transparent and not Visible to Camera objects along the ray paths; (*) V-Ray: The render mask on selected objects is intersected by VRayLights; (*) V-Ray: Setting the Global subdivs multiplier to 0.0 does not affect the irradiance map and other reflection/refraction interpolation maps; (*) V-Ray: Added UI view switcher to the Global DMC sampler rollout; (*) V-Ray: Changed the default motion blur duration value to 0.5; (*) V-Ray: Improved handling of meshes and proxies that are invisible to the camera; (*) V-Ray: Speed up of the "transforming vertices" phase in scenes with many objects; (*) V-Ray: Simplified the "default" view of the light cache rollout; (*) V-Ray RT GPU: Added support for Falloff texmap in VRayVRmatMtl; (*) V-Ray RT GPU: Cleaner glossy reflections from area lights; (*) V-Ray RT GPU: Implemented Light Cache support for motion blurred hairs; (*) V-Ray RT GPU: Implemented more robust common tasks execution, leading to about 10% render speed gain; (*) V-Ray RT GPU: Optimized system CPU memory usage for bitmap textures; (*) V-Ray Toolbar: Changed the default alignment to floating for 3ds Max 2016 and later due to issues with default docking; (*) VFB: Added VRAY_BLENDED_GUI environment variable that, when set to 0, allows to run the VFB in a separate thread like before, otherwise it runs in the 3ds Max main thread by default; (*) VFB: Better contrast function that preserves the black and white points; (*) VFB: The render region coordinates are stored normalized to the image size; (*) VFB: The vfbControl MaxScript function supports loading of color correction files; (*) VFB: The vfbControl MaxScript function does not cause the VFB to show anymore; (*) VFB: The "Edit comment" window appears under the mouse cursor when shown; (*) VFB: The "Close" button in the "Edit comment" window is changed to "Save and close"; (*) V-Ray Quick settings: Light cache's Pre-filter is no more affected; (*) VRayCarPaint: Added max reflection depth control; (*) VRayExposureControl: Added MaxScript access to the "active" and "processBG" options; (*) VRayFastSSS2: Changed trace reflections to enabled by default; (*) VRayHDRI: Allow negative values for the U/V Crop/Place parameters in VRayHDRI; (*) VRayHDRI: Added option to generates IFL lists with full file paths rather than relative; (*) VRayHDRI: Faster rendering of tiled textures when the tiled memory limit is reached; (*) VRayHDRI: Improved elliptical filtering; (*) VRayLight: Simplify the interface options layout; (*) VRayProxy: Instancing for Alembic meshes is enabled by default; (*) VRayScatterVolumeMtl: Improved calculations; (*) VRayToon: Added support for layers in the include/exclude list; (*) V-Ray Light Lister: Made the light names fields wider and the list is sorted by the lights names; (*) .vrmesh exporter: Added support for VRayInstancer when "Export each mesh to separate file" option is selected; (*) .vrscene exporter: The render state of objects is exported; (*) Installer: Adding exceptions for applications and ports to the firewall; (*) Lens analyzer: Added ability to generate texture for physical camera distortion map; (*) ply2vrmesh: Preserve UV set names for .geo/.bgeo files; Bug fixes: (*) V-Ray: Creating VRayFur either from the V-Ray Toolbar or the menus, was not attaching it to the source object's transformation; (*) V-Ray: Fixed a crash when loading Alembic files containing particles with invalid positions; (*) V-Ray: Fixed a crash when rendering a scripted material that extends a 3ds Max native material; (*) V-Ray: Fixed a crash when rendering primitives with no faces with Embree; (*) V-Ray: Fixed crash when rendering absolutely straight, motion blurred hairs with Embree; (*) V-Ray: Fixed hang if cancelling the render during irradiance map calculation phase when DR; (*) V-Ray: Fixed a random crash at the end of a render if "Get resolution from MAX" option is unchecked; (*) V-Ray: Fixed artifacts when rendering hairs with Embree; (*) V-Ray: Fixed some of the quad menu items registering more than once; (*) V-Ray: Fixed issue where toggling the "Default Lights" option also changed VFB resolution preset; (*) V-Ray: Fixed unhandled exception when doing distributed rendering an animation with any of the irradiance map incremental modes; (*) V-Ray: Standard 3ds Max materials were not rendering with VRayOverrideMtl; (*) V-Ray: Writing output with the "Separate render channels" can be interrupted; (*) V-Ray/V-Ray RT CPU: Removed occurring bright pixels with progressive sampling; (*) VRayPhysicalCamera: Fixed wrong physical camera distortion when distortion map is used; (*) VRayMtl: Fixed wrong shadows with opacity of VRayMtl in VRay2sidedMtl in VRayBlendMtl; (*) V-Ray RT: 3ds Max UI was freezing during and for some time after render to texture with large resolutions; (*) V-Ray RT: Added support for animated UVW coordinates; (*) V-Ray RT: Animation frames were duplicated; (*) V-Ray RT: Changing map channels during Active Shade was not re-exported; (*) V-Ray RT: Divide shading subdivs was not exported; (*) V-Ray RT: Fixed crash due to leaking animated mesh light meshes; (*) V-Ray RT: Fixed crash when VRayLight has Bercon Noise or Bercon Wood texture; (*) V-Ray RT: Fixed incorrectly exported displacement plugin when it is animated; (*) V-Ray RT: Fixed incorrectly exported material names starting with digits; (*) V-Ray RT: Fixed random hang during "Waiting for renderer..." stage when rendering as production renderer; (*) V-Ray RT: Fixed some of the messages in the console appearing on the same line; (*) V-Ray RT: Fixed VFB occasionally freezing during rendering; (*) V-Ray RT: Mesh light was missing if "Replace mesh with light" was off; (*) V-Ray RT: Render server may crash on exit if there is a physical camera in the scene; (*) V-Ray RT: Refraction environment map was used when Reflection/Refraction environment are disabled; (*) V-Ray RT: Removed unnecessary displaced mesh re-exports; (*) V-Ray RT: Rendering stops after VRayMtl Displace weight is changed; (*) V-Ray RT: Texmap animation was not exported when the texmap was attached to VRayDisplacementMod or Output map; (*) V-Ray RT: The 3ds Max render windows have data from the wrong render element when VRayMtlSelect is used in production rendering; (*) V-Ray RT: The DMC sampler frame data was not updated properly along animation, interfering with Lock noise pattern; (*) V-Ray RT: The Generate caustics option in VRayWrapperMtl was not exported; (*) V-Ray RT: The Lock noise pattern option was not exported properly; (*) V-Ray RT: The SSS2 render element was not exported; (*) V-Ray RT: The VFB always pops up when rendering with as production renderer, even if switched off; (*) V-Ray RT: VRayLight with Composite map was rendered black when base layer transparency was 0.0; (*) V-Ray RT: VRayLightMtl was always emitting on back side; (*) V-Ray RT: VRayProxy was rendering with frames offset in ping-pong playback mode; (*) V-Ray RT: Wrong Alpha channel when rendering as production renderer and native 3ds Max frame buffer is used; (*) V-Ray RT CPU: The VRayEdgesTex Hidden edges option was ignored; (*) V-Ray RT GPU: Added support for procedural textures attached to VRayLights; (*) V-Ray RT GPU: Camera vignetting is applied on directly visible VRayLights in the Alpha channel; (*) V-Ray RT GPU: Fixed crash when restarting the rendering session; (*) V-Ray RT GPU: Fixed crash with VRayFastSSS2; (*) V-Ray RT GPU: Fixed rendering of VRayFastSSS2 in the VRayLightSelect render element; (*) V-Ray RT GPU: Fixed wrong refraction rendering with VRayVRmatMtl; (*) V-Ray RT GPU: Fixed wrong shading with mapped reflection glossiness; (*) V-Ray RT GPU: Instanced dome lights with different transformations render wrong; (*) V-Ray RT GPU: Optimized displaced geometry memory usage and skipped unnecessary re-exporting; (*) V-Ray RT GPU: Rect lights were producing incorrect shadow when lit by another rect light; (*) V-Ray RT GPU: VRayLight direct light was clamped with Max ray intensity value; (*) V-Ray RT GPU: VRayLights did not appear in VRaySelfIllumination render element; (*) VFB: Curve color correction control is not updated when loading from file; (*) VFB: Fixed messed image when switching from large image to a smaller one during comparison; (*) VFB: No color corrections are applied in saved render output file; (*) VFB: Some color correction parameters' values were not resetting; (*) VFB: The RGB color is still restored from the lens effects source, even if the lens effects mode is "Render elements only"; (*) V-Ray Quick settings: Fixed issue preventing the loading of custom presets; (*) Hair&Fur: Fixed wrong color of VRayHairInfoTex in VRayMtl on motion blurred hairs; (*) Hair&Fur: Fixed occasionally wrong shading results (-1.#IND); (*) VRay2SidedMtl: Fixed rendering black with "multiply by front diffuse" in certain situations; (*) VRayClipper: Fixed a crash with multiple clippers one of which has material ID enabled when rendering with V-Ray RT; (*) VRayDirt: Fixed result affected by the geometry inside the shaded object when invert normal is enabled; (*) VRayFastSSS2: Fixed a crash when rendering with Object-based illumination map; (*) VRayHairMtl: Wrong shading results when blended with VRayBlendMtl; (*) VRayHDRI: Interpolation and filtering options are not working if "Clear cache on render end" is enabled; (*) VRayIES: Fixed a crash on VRayIES color temperature change with disabled viewport shading; (*) VRayInstancer: Cancelling a render during "Updating instances" causes a crash at the end of the render; (*) VRayLensEffects: Glare mask was not working when using DR through network rendering jobs; (*) VRayMetaball: Animated parameters of the VRayMetaball object do not update the preview in the viewport; (*) VRayMetaball: Changing Particle inputs for VRayMetaballs via MaxScript doesn't refresh in UI automatically; (*) VRayMtl: Fixed GTR/GGX wrong results when GTR tail falloff is different from 2.0; (*) VRayMtl: Fixed GTR/GGX invalid results with glossiness value of 1.0; (*) VRayMtl: The "Affect channels" option for refraction doesn't work when dispersion is enabled; (*) VRayOrnatrixMod: Fixed a crash when using Bitmap texture with .ifl sequence for Thickness map in Render settings; (*) VRayOrnatrixMod: Ox Render Settings were not applied to the exact group specified in the modifier; (*) VRayOSLMtl/VRayOSLTex: Fixed the tab order for shader parameters controls; (*) VRayPhysicalCamera: Camera tilt parameters are not properly updated in the viewport for hidden cameras; (*) VRayProxy: Slow import of proxy meshes with the weld option on; (*) VRayVRmatMtl: Fixed bug when exporting textures that have no tiling disabling and mapping type set to Explicit map channel; (*) .vrscene exporter: Rendering exported animation scenes should append frame numbers to the output images; (*) ply2vrmesh: Fixed conversion of PRT files with many particles;
JackTheRippy Napisano 2 Czerwiec 2015 Napisano 2 Czerwiec 2015 Jest jakas wersja studencka Vraya ? :D
Pawelkos Napisano 2 Czerwiec 2015 Napisano 2 Czerwiec 2015 (*) VRayCurvatureMap: A new texture similar to VRayDirt; useful for detecting mesh curvature; Nareszcie !
arturprx2 Napisano 6 Czerwiec 2015 Napisano 6 Czerwiec 2015 72 wątki nadal niedostępne bez kombinacji ?
deshu Napisano 6 Czerwiec 2015 Napisano 6 Czerwiec 2015 72 wątki nadal niedostępne bez kombinacji ? Na to wygląda.
Mironeczek Napisano 7 Czerwiec 2015 Napisano 7 Czerwiec 2015 169 nowości/zmian/napraw - nice! (*) VRayProxy: Added Show whole mesh viewport display option; A to nie było tego? (*) V-Ray: Reduced light cache leaks through a new parameter "Leak prevention"; Brzmi jak "czasem działa" ;)
deshu Napisano 8 Czerwiec 2015 Napisano 8 Czerwiec 2015 (*) VRayProxy: Added Show whole mesh viewport display option; A to nie było tego? Byla możliwość importu mesha z proxy do sceny, ale nie wyświetlania jako whole mesh. Ta nowa opcja może sie przydac do przy tweekowaniu materiałów. Brzmi jak "czasem działa" ;) True. Może po prostu napisali cos lepszego niz retrace treshold, co jednak nadal nie działa zawsze. Już troche za duzo tych opcji od leakujących LC.
MF Napisano 8 Czerwiec 2015 Napisano 8 Czerwiec 2015 Dobra wersja. Szczególnie cieszy ilość zmian w RT. Beta-testowałem już SP2 od dłuższego czasu i szybkość z jaką Vlado i support reagują na wszelkie zgłoszenia jest na prawdę godna podziwu.
arturprx2 Napisano 8 Czerwiec 2015 Napisano 8 Czerwiec 2015 Najciekawsze jak na razie co wpadło mi w oko to dodawanie/ujmowanie nodów w trakcie renderowania.
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