大家期待已久的VRay adv 1.50.00 Final 最终正式版终于出现了,不过遗憾的是从安装图片中我们可以看出最终正式版中全面启用的WIBU-key drivers 的硬件注册验证方法,过去通过软件请求码激活的方式好像已经行不通了。我们现在只能期待新的破解方法尽快出现了。
4r(0+SO m!7%5=Fc Build 1.50.00 final
%u!=<yn' ===================
uHU@j(&c m(8Tup| New features:
7}&:07U (*) New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting;
oz&`3` (*) Added exporter script to the .vrscene file format supported by the standalone version of V-Ray;
BAQ-1kSz (*) Animation modes for the irradiance map (added two new modes "Animation (prepass)" and "Animation (rendering)" along with a paramter to control the blend between frames;
CNN9a7 $e+sqgU Modified features:
B[L m}B[ === Core engine
9w-\K] (*) Increased rendering speed for some types of scenes;
&D3]O9a0; (*) By default V-Ray no longer uses rQMC sampling; instead, a modified version of Schlick sampling is used (noise is reduced in certain situations);
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}Z%\h `N\ ^JAGW === Installation
h,{Q%sqO (*) Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation;
"VZ1LVI (*) The uninstaller will unregister any V-Ray services as well (DR spawner, license server etc.);
'OnfU{Ai (*) The installation has three options for the type of installation (full workstation installation; render slave installation; and license server only);
[-\ Y?3 $5pCfW8> === Lights and cameras
TKnWhB/J (*) New photometric models for VRaySun, VRaySky, VRayPhysicalCamera and VRayLights;
hJM&rM7 (*) Global option to work in the system lighting units of 3dsmax for consistent results with 3dsmax photometric lights;
rf0Z5. (*) VRayLight has a "Cutoff threshold" parameter, which allows to reduce render times in scenes with many weak lights;
eC5*Q=ai, (*) VRayLight has an "Affect reflections" option to control reflection visibility separately from speculars;
4.,EKw3 (*) VRayLight has a "Simple portal" option that speeds up the rendering by considering environment color only (rather than tracing behind the portal);
+Q+O$-a< (*) VRayLight has a "Cast shadows" option;
1]If<
< (*) VRayLight objects now produce accurate motion blur when animated;
B?%u<F (*) VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type;
c';~bYZ (*) VRaySky will now pick the first VRaySun light in the scene that is enabled (rather than the first one at all);
Lc~m`=B (*) VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges;
Fizrsr 6% (*) VRayPhysicalCamera has a parameter for controlling the amount of vignetting;
Kyh6QA^ Ij(dgY === Disributed rendering (DR)
g/C 7wc (*) DR is now supported for Render-to-texture;
Vu(NP\Wm (*) DR can now be started as a BackBurner job;
%ZoJu (*) Render slaves can be added on the fly to the distributed rendering;
vGyQ306 (note: the servers must still first be added as DR servers list in the DR settings);
lB27Z} (note: if more than 1 network adapters are installed on the slave, set the VRAY_DR_SUBNET env. variable);
7ZI{A*^vB (*) If "Check for missing files" option is checked, DR will now fail on the render slaves if some maps cannot be found, instead or rendering wrong buckets;
q tOuA `G ":y[Q === Geometry
AkW,Fp1e (*) New default "Auto" mode for the "Default geometry" parameter automatically detects heavy meshes and instances and renders them as dynamic geometry to save RAM;
L\ysy2E0 (*) The ply2vrmesh converter now supports .obj files and has some .obj-specific options;
`_vPElQXZ# (*) VRayProxy objects display faster in the viewports;
ZS:[ZehF (*) VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start;
=x w:@(]{ (*) VRayProxy objects now produce motion blur when the proxy transformation is animated;
5M\0t\uEn (*) VRayProxy objects now generate velocity information for images motion blur when their transformation is animated;
`*CoVx~fk (*) VRayProxy objects now declare the .vrmesh files to the Asset Tracker in 3ds Max 9;
TJ>YJD 6Hc25NuQZ === Materials and textures
sUF5Yq:9 (*) Added exclude list for material override in the Global Switches rollout;
:x q^T (*) Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements;
b<fN,U<k (*) VRayDirt has an option "Work with transparency", which causes it to take into account the transparency of occluding objects;
q&ed4{H< (*) VRayHDRI has a "Render multiplier" parameter, which additionally modifies the map only at render time;
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* (*) VRayHDRI maps now declare their files to the Asset Tracker in 3ds Max 9;
8Pom^QopK (*) VRayMtl has a new "hybrid" SSS model;
X pXhg*}K (*) VRayMtl now has an "Envrionment priority" option to control environment override behaviour between different materials;
+$~HRbo (*) VRayMtl now has a "Roughness" parameter that allows to produce effects close to dusty surfaces (like skin or the surface of the Moon);
IsL=DV/ (*) VRayColor texture has an option to apply gamma correction to the displayed color in the UI;
_}Gs9sHr0K (*) VRayFastSSS material has been reworked to use the irradiance map interpolation mechanism for faster and smoother results;
[0+5 Gx (*) VRayEdgesTex can now be used as a bump map to produce a rounded-corners effect on triangle meshes;
y(#F&^| (*) VRayMtlWrapper has the options "No GI on other mattes" and "GI surface ID" added to it;
,@gDY9Q3r/ (*) VRayOverrideMtl has a shadow override option;
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$ a-TsD}'X === GI solutions
m4P=,=% (*) The irradiance map viewer will print out the progress of merging irradiance maps;
y+iuA@WCv (*) The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start;
Ll&5#q (*) The irradiance/light cache/photon/caustics maps are auto-saved as soon as they are computed, rather than at the end of the frame/rendering;
M/sqOhg (*) The "Save maps per frame" option has been removed from the GI rollout;
J>Rt2K u&I~%s === Render output
vrW9<{ (*) "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed;
&FvNz (*) "Clamp Level" option for color mapping (specifies the level at which colors are clamped, if clamping is on);
qaGIU`}:$A (*) Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB;
r@<; (*) When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off;
LP)mp cQ (*) V-Ray will write a tiled OpenEXR file directly to disk, similar to a raw .vrimg file, if the raw file name ends in ".exr";
zB]T5] >a-+7{}; === Others
'IW+"o (*) VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode;
zXf+ie o (*) V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option;
Gf]s?J^a (*) Added "Affect alpha" option to VRaySphereFade;
q(p0#Mk,E (*) VRaySphereFade works correctly with transparent objects;
i:8^:(i (*) VRayFur can now generate motion blur with more than 2 geometry samples;
l?1!h2z% (*) The default value for the number of light cache passes is now 8;
M>J ADt_] (*) The parameters of the renderer have been split into several tabs in the Render Scene dialog for 3ds Max 9 and later;
TxCQGzqe E\*",MGL Known issues:
G([vy#p (*) When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; removing the Raytrace material prevents the crash;
_Lb& 2PAG (*) Instancing a group inside a ParticleFlow system may cause a crash, if the original group is rendered as well; hiding the instanced group prevents the crash;
Z%{f[|h9} wqOhJYc Bug fixes:
ZtLn*M (*) "Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug);
`~]ReJ!X% (*) Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing;
*n'xS L (*) Problems with 2D displacement (RC3 bug);
Q8q_w2s, (*) Automatically created VRaySky did not have a name;
6v#G'M#r (*) Horizontal scrolling problems with the V-Ray messages window;
dSZ#,Ea" (*) VRayOverrideMtl could cause 3dsmax to crash;
eFI4(Y (*) Multi/subobject material inside a VRayBlendMtl etc. did not render;
j2Y(Q/i (*) 64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement;
ACYn87tq (*) Some rare raycaster precision errors were fixed;
3@?YTez# (*) Starting/finishing rendering could be extremely slow in 3dsmax R9;
Ohag%<1# (*) VRayHDRI always took at least 10 MB of memory, regardless of actual images size (RC3 bug);
@EZONKT (*) Incorrect irradiance map density and texture sharpness when using camera clipping planes;
hY 2PV7"[; (*) Missing files (textures/VRayProxies etc) were not always detected correctly;
tlgvBRH> (*) Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly;
7~nCK (*) Standard materials with transparency did not render properly (RC3 bug);
]/Qy1, (*) No motion blur for ParticleFlow on 64-bit 3dsmax;
ok2~B._+; (*) Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files;
_ng= 5 (*) Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug);
TF-Ty (*) Textures with mapping channels greater than 1 are now correctly shown in the Material Editor;
8I0Tu (*) The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights;
8{]Gh 0+ (*) VRayBlendMtl did not list the blend textures as sub-anims;
7O{O')o! (*) If "Render to raw images file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering;
|;m`874 (*) The parameters of VRayMtlWrapper did not have proper names in Track View;
u7P+^A97L_ (*) If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black;
I''R\Bp (*) VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries;
L2.`1Aag (*) The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB;
~!:S p_y (*) A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc);
)1nCw (*) Problems when rendering animations in DR mode with light cache as both primary and secondary engine;
3u0<v%Qi (*) Small rectangle area lights could produce artifacts for points lying close to the light plane;
"E)++\JL (*) Somewhat better memory management for proxies and dynamic meshes;
W({TC (*) Crashes with VRayFur on animated objects when using motion blur;
?t0zsq (*) Incorrect environment color with several VRayLights in "dome" mode;
hdr}!wV (*) "Crop" render mode with the V-Ray VFB did not work for animations;
G9n /S=R? (*) Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc);
cP@F
#!2 (*) VRayBmpFilter did not always display its bitmap texture successfully;
FL#g9U> (*) VRayBmpFilter could produce invalid colors;
SQt|(r) (*) Photon mapping could produce wrong GI on transparent surfaces;
}x?H ~QQT (*) Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map;
-M:hlwha (*) Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode;
YF! &*6m (*) Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping;
=l8!VJa (*) Incorrect sampling with gamma color correction when some of the pixel RGB components is zero;
LGo2^Xx (*) In 3dsmax 9, VRayMtlWrapper, VRay2SidedMtl, VRayOverrideMtl could crash when reset from the Material Editor;
lbB.*oQ (*) Some V-Ray materials (e.g. VRayMtl) did not reset when the "Reset" button from the Material Editor was used;
NDRW (*) The contents of the V-Ray VFB was not cleared regardless of the "Previous render" option in the System rollout;
&gA6+b' (*) V-Ray sun could produce brighter highlights than is correct when its size multiplier is much greater than 1.0;
ntj`+7mw (*) Banding with very small spherical VRayLights;
vQKn= (*) SSS with VRayMtl did not work properly with intersecting refractive objects;
KbwTj*k[ (*) Problems with dome light and matte/shadow materials with GI on;
E[jXUOu- (*) VRayBlendMtl in additive mode produced incorrect alpha channel;
Jt2,LL:G (*) VRayHDRI did not free is memory with the freeSceneBitmaps() MaxScript command;
aFRTNu/r (*) Crash when rendering disconnected Particle Flow events;
83KfM!w (*) In 3dsmax 9, clearing a texture in VRayMtl could cause a crash, if the texture is visible in the viewport;
N>d|A]zH (*) In 64-bit 3dsmax, the Dynamic raycaster memory spinner was still limited to 4096 MB;
Kajkw>z (*) In some cases VRayFur did not render properly;
JsmbW|t^ (*) Wrong mapping coordinates for VRayFur when motion blur was enabled;
@72x`&|I?u (*) Incorrect velocity G-Buffer channel due to camera movement for scaled cameras;
'8)Wd"[ (*) Distortion map for VRayToon had no effect;
wVgi+P (*) Light cache prefiltering ignored GI surface IDs;
44|deE3Z (*) VRayLight's appeared in reflections for objects excluded from the lights;
$d'CBsu|< (*) Light cache files saved on 32-bit machines did not load properly on 64-bit machines and vice-versa;
IWAj Mwo (*) When rendering a high-resolution images with the "Hilbert" region sequence, V-Ray could crash;
z*6$&sS\> (*) A light which had "Affect diffuse" option off still contributed to the diffuse lighting channels;
W|;nJs:e (*) When mass-editing V-Ray object or light properties, greyed out properties with different values across the nodes were incorrecly applied to the nodes;
za,6du6 (*) Area VRayShadows with Box type did not respect the rotation of the light;
@. "q (*) DR render slaves crashed when photometric Linear or Area lights were contained in the scene;
/sy-;JDnsu (*) VRayFastSSS displayed black in the viewports;
z~F37]W3[ (*) VRImg2Exr tool gave error when converting large .vrimg files rendered in "region" mode;
F
y b[{" (*) MaxScript error when adding VRayCausticsMap to the RTT bake elements;
>yX/+p_ (*) When rendering animations with DR, slaves faster than the client machine could fail to contribute to some of the frames;
O{~KR/ (*) Using RoyalRender client as a service caused a wxWidgets error when no-one is logged on the machine;
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