新功能 <BWkUZz\P|
Build 1.50.RC4 (12 Jan 2007) k?BJdg)xJ
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New features: bo"%0?3n
New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting. {C`GW}s{4
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Modified features: P47V:E%
Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation; foF19_2 ,
VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type; + j+5ud`
VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode; {
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VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges; .@)mxC:\K9
Distributed rendering can now be started as a BackBurner job; &hHW3Q(1
VRayColor texture has an option to apply gamma correction to the displayed color in the UI; 3H\w2V
"Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed; Mk<Vydds
"Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights; }TRAw#h
"Envrionment priority" option added to VRayMtl to control environment override behaviour between different materials; tbo>%kn
Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB; gyHHoZc3
"No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper; 5FVndMM#y
Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements; $yDWu"R8
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; NvE}eA#
If there are several VRaySun nodes in the scene, VRaySky will now pick the first one that is enabled (rather than the first one at all); .JX EK
V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option; S0h'50WteJ
When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off; 75nNh~?)\
VRayFur can now generate motion blur with more than 2 geometry samples; 4!Z5og1kn
The irradiance map viewer will print out the progress of merging irradiance maps; ~I/@i
The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start; 6%`&+Lq
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;
vr#+0:|
The "Save maps per frame" option has been removed from the GI rollout; -50HB`t
VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start; c0c|z
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Known issues: 5Dp#u
When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; r`&-9"+
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Bug fixes: i
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"Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug); rG?>ltxB
Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing; A[G0 .>Wk
Problems with 2D displacement (RC3 bug); MRU7W4W-~/
Automatically created VRaySky did not have a name; x@mL $
Horizontal scrolling problems with the V-Ray messages window; "G>3QL+O|
VRayOverrideMtl could cause 3dsmax to crash; -(#I3h;I
Multi/subobject material inside a VRayBlendMtl etc. did not render; yx V:!gl
64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement; Y|8vO
Some rare raycaster precision errors were fixed; Uax+dl
Starting/finishing rendering could be extremely slow in 3dsmax R9; !+u"3;%h
VRayHDRI always took at least 10 MB of memory, regardless of actual image size (RC3 bug); w\)|
Incorrect irradiance map density and texture sharpness when using camera clipping planes; :Xc@3gF
Missing files (textures/VRayProxies etc) were not always detected correctly; CctJFcEZ
Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly; rD>*j~_+P
Standard materials with transparency did not render properly (RC3 bug); ;lYHQQd!,
No motion blur for ParticleFlow on 64-bit 3dsmax; a >\vUv*
Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files; 8Sz})UZ
Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug); J>d.dq>r
Textures with mapping channels greater than 1 are now correctly shown in the Material Editor; X.`~>`8
The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights; #^+DL]*l
VRayBlendMtl did not list the blend textures as sub-anims; <w3!!+oK"
If "Render to raw image file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering; }i!J/tJ)b
The parameters of VRayMtlWrapper did not have proper names in Track View; o M Zq+>
If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black; 4&l10fR5
VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries; J90v!p-
The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB; -*.-9B~u
A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc); E!S 78z:
Problems when rendering animations in DR mode with light cache as both primary and secondary engine; *hcYGLx
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Small rectangle area lights could produce artifacts for points lying close to the light plane; J4Dry<
Somewhat better memory management for proxies and dynamic meshes; 4j)tfhwd8
Crashes with VRayFur on animated objects when using motion blur; (Cqn6dWK
Incorrect environment color with several VRayLights in "dome" mode; Ewg:HX7<(
"Crop" render mode with the V-Ray VFB did not work for animations; %.Q
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Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc); 2#k5+?-c61
VRayBmpFilter did not always display its bitmap texture successfully; XVU2T5s}
VRayBmpFilter could produce invalid colors; 1) Zf3Y8
Photon mapping could produce wrong GI on transparent surfaces; zP<pEI
Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map; ^Ox3XC
Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode; $q 2D+_
Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping; \QB;Ja_
Incorrect sampling with gamma color correction when some of the pixel RGB components is zero;