New features(新特征):
8Dhq_R'r (*) New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting;
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Y/ 增加新的分层渲染:VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting; T-fW[][&$ ~;UK/OZ (*) Added exporter script to the .vrscene file format supported by the standalone version of V-Ray;
mEz&:A K JPB- 在单机板的VRAY里增加.vrscene文件格式的输出脚本。 ;]Y.2 J "4`h -Y (*) 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;
J^n(WnM*F >/1.VT\E
在irradiance map的光子动画模式里增加了2个新模式,Animation (prepass),Animation (rendering)。 他们在渲染动画时, Pk~P
可以控制帧与帧的光子过度。 aWOApXJ bi#o1jR =========================================
1ReO.Dd`R Modified features(修改列表):
+P}'2tE~' (*) Increased rendering speed for some types of scenes;
j#-ZL-N 2NIK0%6 提高了渲染速度。 lQi2ym? f[ %\LHq (*) Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation;
*% Vd2jW/ ;\4}Hcg 更新32和64位的VRAY硬件安装驱动程序。(用盗版的朋友不用考虑这个。) RL.%o?<&? |],{kUIXO (*) VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type;
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-W+ &rcr])jg[ VRAYSUN和MAX里的DAYLIGHT可以兼容了。 +vDT^|2SF yq6!8OkF (*) VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode;
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VRAY置换里的2D landscape 模式 可以支持 HDR贴图了。 k?|VFh1 rd%3eR?V (*) VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges;
1;.}u=8 OK3B6T5w= VR物理相机支持水平线显示功能,支持试图裁减和环境远近范围。 d@8_?G} _or$^.=' (*) Distributed rendering can now be started as a BackBurner job;
mc!3FJ %4n=qK9T5 VRAY的 分布式渲染可以和MAX里的BACKBURNER 配合使用了。 ~aA+L-s| @OwU[\6fc} (*) Added an option to exclude specific objects from overriding their material from the Global Switches rollout;
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&Vr5 在全局替换材质里新加了一个排除物体使用全局材质功能。 1DZGb)OU B: {bmvy (*) VRayColor texture has an option to apply gamma correction to the displayed color in the UI;
Pw$'TE} *2;w;(-s Vraycolor 贴图增加了一个显示应用GAMMA纠正以后的色彩功能。 60X B (_<ruwV]` (*) "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed;
4:6@9.VVT r"5]U`+ 在color mapping 里增加了一个“不影响色彩”选项,当你只想完成样本的优化的时候,就非常有用。 g*Cs/w (*) "Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights;
#;?z< %9Ulgs8 = 当场景中有很多微弱而不重要的灯光的时候,可以使用VRAYLIGHT里的“CUTOFF”直的参数来控制他们,以减少渲染时间。 !u4oo- (*) "Envrionment priority" option added to VRayMtl to control environment override behaviour between different
m;Sw`nw? materials;
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为了控制不同材质之间的益色,VRAYMTL 里增加了 “优化环境”选项。 ''f (*) Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB;
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w ="I*7c@ 在VR 的VFB里增加了直接控制 region, crop 等 渲染模式。 W P.6ea7k !f7}5/YC7v #C!8a xx9qi^
=A=er1~% (*) "No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper;
7%)4cHZ^$? O \lt!p3F 在VR包裹材质里增加了2个参数“NO GI ON other mattes”和“GI surface ID” 关于他们2个有什么用,我还没测试,想了解的朋友可以去官方看看。(*) Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements;
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+I 钩选MATTE 物体 里的“阴影”选项,可以把它在VRayRawLighting, VRayRawShadow and VRayMatteShadow 分层渲染里显示出来。(*) If "Check for missing files" option is checked, DR will now fail on the render slaves if some maps cannot be
K*CO%:,- found, instead or rendering wrong buckets;
e ~*qi&,4 z@<`] 如果把“检查文件丢失”选项选上。那么在很多贴图找不到,被替代或者渲染出错误的块的情况下,VR的分布渲染将失败, f4X?\e GT ^*}L9Ot~ (*) 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);
U Y)YhXW 5O*.qp? 如果场景里有很多个VRAYSUN,VRAYSKY只匹配第1个VRAYSUN。 HOu<,9?>Q (*) V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option;
zy5@K) 3-LO 当VRAY在渲染的时候,它会强制使用多线程,不关MAX里的多线程选项开没有开。 (lEWnf=2h ;:"~utL7 (*) When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off;
m}F1sRkdQ G^ n|9)CVW 当使用渲染到纹理功能的时候,将使用MAX的VFB,不管是不是打开了VR的VFB。 D~2,0K #T
!YFMh; (*) The irradiance map viewer will print out the progress of merging irradiance maps;
OEZXV ;F QE-t v00 irradiance map 浏览工具,可以显示多个irradiance maps在一起的结果。 1v,4[;{ (*) The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start;
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在渲染动画时,每一帧都可以自动保存光子文件名字。包括irradiance/light cache/photon/caustics 光子文件。 :/
"qNPJ (*) 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;
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irradiance/light cache/photon/caustics 光子文件 现在是边计算边保持,而不是以前的要当光子文件计算完才能保存。 F+c*v#T #?8'Z/1) (*) The "Save maps per frame" option has been removed from the GI rollout;
+F+jC9j(< kO/dZ%vj 去掉了“每帧都保持光子”的选项。 ?vM{9!M (*) VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start;
FDpNM\SR1l |A0kbC. VR代理物体现在每帧都可以Re-link .vrmesh 文件。比以前的只在渲染开始时Re-link好多拉。 5b|_?Em7 \s+<w3 (*) 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";
u3ce\ ]Alu~ Dw VR 会直接在硬盘里写一个tiled openexr文件,如果RAW 文件的后缀为.EXR那么它和以前RAW 文件比较相似。 }2JSa8 (*) Added a new "hybrid" SSS model in VRayMtl;
8 rnr>Ee@ Ml0d^l}' 在VR材质里新增加了一个“hybrid”SSS模式。 /m9t2,KB .6 (*) Added exclude list for material override in the Global Switches rollout;
[o>/2 在全局材质里增加了一个排除物体使用全局材质功能 yh lZdF "52wa<MVJ x{RTI#a. i~k?k.t8 9lOUE (*) The uninstaller will unregister any V-Ray services as well(DR spawner, license server etc.);
vjbot^W9 `| R8WM 卸载VR以后,再装VR就不需要在注册VR. `4Nc(aUr V}@c5)(j (*) Added "Affect alpha" option to VRaySphereFade;
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! !A!zG)Ue< 在VRaySphereFade里增加了一个affect alpha选项. ;#f_e; KAEf4/ (*) VRayLights now produce accurate motion blur when animated;
0Wv9K~F x-Xb4?{
在计算动画里的运动模糊,VR灯光能产生精确的结果。 F)v+.5T1 q_HD`tW (*) VRayFur can now generate motion blur with more than 2 geometry samples;
TX;OA"3=\- )@))3 VR毛发现在在计算运动模糊的时候,采样比以前更多了。 zA( 2+e 7 etGquW. (*) Global option to work in the system lighting units of 3dsmax for consistent results with 3dsmax photometric lights;
5dYIL` oJXZ}>>iT 能通过全局选项,把灯光单位改成和MAX里的光学单位一样。 sM~CP zMa ,0#OA*0B (*) VRayLights produced wrong intensity with photometric units;
jzzVZ%t t}*teo[ 更改了VR灯光里的光学单位的亮度。 7g(rJGjtg _jeub [ (*) VRaySun/VRaySky had wrong photometric intensity; they now have a "legacy model" option to use the old model, which is turned on automatically for older files;
.@=d I =PO/Q|-v? 纠正了VRSUN和VRSKY的光学单位的亮度,但是也可以使用“Legacy model” 选项来控制是不是使用以前老版本的灯光单位。(*) VRayPhysicalCamera ISO parameter produced wrong exposure; it now has a "legacy model" option to use the old model, which is turned on automatically for older files;
QKHm OVh] Or6'5e?N 纠正了VR物理相机的ISO 暴光参数,但是也可以使用“Legacy model” 选项来控制是不是使用以前老版本的灯光单位。 K8e >sU. TR
]lP<m (*) VRayProxy objects now produce motion blur when the proxy transformation is animated;
_KD(V2W Snh\Fgdz 当计算动画的时候,VR代理物体可以产生运动模糊 Fb-NG.Z# a?+) K (*) Re-worked VRayFastSSS material to use the irradiance map interpolation mechanism for faster and smoother results;
%M'"%Yn@(y ^!kvgm<{$ 重写了VR的SSS材质内部结构,使用irradiance map 的插直计算会得到更快更光滑的结果。 y/kCzDT, L6Ynid.k (*) Added an "Affect reflections" option to VRayLight's to control reflection visibility separately from speculars;
R@"N{ [9 5i1 >z{ 在VR灯光里添加“影响反射”选项,这样的话,在反射物体表面就不会显示出VR灯光。和以前必须把灯光高光去掉方便了很多。[ 此贴被北极光在2007-07-24 23:05重新编辑 ]