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。
."u-5r<O M$O*@]) Build 1.50.00 final
L93PDp4v ===================
zFn!>Tqe |v'_Co0ki New features:
dE`a1H% (*) New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting;
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4]Z0; (*) Added exporter script to the .vrscene file format supported by the standalone version of V-Ray;
mw[T[ (*) Animation modes for the irradiance map (added two new modes "Animation (prepass)" and "Animation (rendering)" along with a paramter to control the blend between frames;
>l!#_a yqY nd<K4 Modified features:
qt.G_fOz === Core engine
lVw77bZ (*) Increased rendering speed for some types of scenes;
E6=JL$" (*) By default V-Ray no longer uses rQMC sampling; instead, a modified version of Schlick sampling is used (noise is reduced in certain situations);
2NNAsr}L c6;326aDq === Installation
nQ$4W (*) Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation;
$wQkTx (*) The uninstaller will unregister any V-Ray services as well (DR spawner, license server etc.);
0c$0<2D% (*) The installation has three options for the type of installation (full workstation installation; render slave installation; and license server only);
U:a-Wi+
x=/`W^t2 === Lights and cameras
w`N|e0G@ (*) New photometric models for VRaySun, VRaySky, VRayPhysicalCamera and VRayLights;
Q?Y\WD (*) Global option to work in the system lighting units of 3dsmax for consistent results with 3dsmax photometric lights;
zE~{}\J (*) VRayLight has a "Cutoff threshold" parameter, which allows to reduce render times in scenes with many weak lights;
;T9u$4< (*) VRayLight has an "Affect reflections" option to control reflection visibility separately from speculars;
({R-JkW:; (*) VRayLight has a "Simple portal" option that speeds up the rendering by considering environment color only (rather than tracing behind the portal);
|#&{`3$CG[ (*) VRayLight has a "Cast shadows" option;
yU e7o4Zm (*) VRayLight objects now produce accurate motion blur when animated;
TjUg8k (*) VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type;
SRUg2)d (*) VRaySky will now pick the first VRaySun light in the scene that is enabled (rather than the first one at all);
k^JV37;bl (*) VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges;
;2NJkn9t (*) VRayPhysicalCamera has a parameter for controlling the amount of vignetting;
L,(H(GeX sDylSYq === Disributed rendering (DR)
K4r"Q*h (*) DR is now supported for Render-to-texture;
PNSV?RT*pG (*) DR can now be started as a BackBurner job;
lBYc(cr (*) Render slaves can be added on the fly to the distributed rendering;
4
8}\ (note: the servers must still first be added as DR servers list in the DR settings);
~]d3
f (note: if more than 1 network adapters are installed on the slave, set the VRAY_DR_SUBNET env. variable);
hk +@ngh% (*) 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;
s`Y8&e.Yr &F8N$H === Geometry
P2j"L#% (*) New default "Auto" mode for the "Default geometry" parameter automatically detects heavy meshes and instances and renders them as dynamic geometry to save RAM;
w;p:4` (*) The ply2vrmesh converter now supports .obj files and has some .obj-specific options;
gsSUm f1 (*) VRayProxy objects display faster in the viewports;
*(?tf{ (*) VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start;
y5p)z" (*) VRayProxy objects now produce motion blur when the proxy transformation is animated;
fFSQLtm?E (*) VRayProxy objects now generate velocity information for images motion blur when their transformation is animated;
1 m>x5Dbk! (*) VRayProxy objects now declare the .vrmesh files to the Asset Tracker in 3ds Max 9;
'Avp16zg 5LkpfmR === Materials and textures
03!!# 5iJ (*) Added exclude list for material override in the Global Switches rollout;
8F;r$i2 (*) Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements;
Wf}x"* (*) VRayDirt has an option "Work with transparency", which causes it to take into account the transparency of occluding objects;
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H (*) VRayHDRI has a "Render multiplier" parameter, which additionally modifies the map only at render time;
1 p|h\H (*) VRayHDRI maps now declare their files to the Asset Tracker in 3ds Max 9;
,P T5-9 m (*) VRayMtl has a new "hybrid" SSS model;
9iwSE(}, (*) VRayMtl now has an "Envrionment priority" option to control environment override behaviour between different materials;
m,qMRcDF (*) VRayMtl now has a "Roughness" parameter that allows to produce effects close to dusty surfaces (like skin or the surface of the Moon);
dB=aq34l (*) VRayColor texture has an option to apply gamma correction to the displayed color in the UI;
U.kTdNSp (*) VRayFastSSS material has been reworked to use the irradiance map interpolation mechanism for faster and smoother results;
|_H{B+. (*) VRayEdgesTex can now be used as a bump map to produce a rounded-corners effect on triangle meshes;
9?6]Zag (*) VRayMtlWrapper has the options "No GI on other mattes" and "GI surface ID" added to it;
q
?qpUPzD (*) VRayOverrideMtl has a shadow override option;
pAY[XN op|:XLR5 === GI solutions
h=7eOK] (*) The irradiance map viewer will print out the progress of merging irradiance maps;
t#eTn"; (*) The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start;
(UGmbRf& (*) 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;
:8CYTEc (*) The "Save maps per frame" option has been removed from the GI rollout;
l(fStpP 2\'5LL3 === Render output
'C")X (*) "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed;
3v:c".O2O (*) "Clamp Level" option for color mapping (specifies the level at which colors are clamped, if clamping is on);
U*R (*) Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB;
Q*c |!<
&e (*) When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off;
Do\YPo_Mr (*) 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";
>_m4
idq1 i(pevu === Others
KJ]ejb$ (*) VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode;
uV'w0`$y (*) V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option;
tG"lI/ (*) Added "Affect alpha" option to VRaySphereFade;
1r-#QuV# (*) VRaySphereFade works correctly with transparent objects;
Pp9nilb_( (*) VRayFur can now generate motion blur with more than 2 geometry samples;
|vLlEN/S (*) The default value for the number of light cache passes is now 8;
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""?: (*) The parameters of the renderer have been split into several tabs in the Render Scene dialog for 3ds Max 9 and later;
9"RGf 1] e52y}'L Known issues:
}K%y'D (*) When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; removing the Raytrace material prevents the crash;
V(LE4P1 (*) Instancing a group inside a ParticleFlow system may cause a crash, if the original group is rendered as well; hiding the instanced group prevents the crash;
zs_^m1t1s 8pQ:B/3= Bug fixes:
[61T$ . (*) "Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug);
]PI|Xl (*) Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing;
Oy `2ccQ# (*) Problems with 2D displacement (RC3 bug);
1D pRm( (*) Automatically created VRaySky did not have a name;
?[ts<Ltp (*) Horizontal scrolling problems with the V-Ray messages window;
:le"FFfk (*) VRayOverrideMtl could cause 3dsmax to crash;
h"-}BjL (*) Multi/subobject material inside a VRayBlendMtl etc. did not render;
$7 08\! (*) 64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement;
@fVCGV?' (*) Some rare raycaster precision errors were fixed;
W97%12J3 (*) Starting/finishing rendering could be extremely slow in 3dsmax R9;
Dn#GoDMJ[ (*) VRayHDRI always took at least 10 MB of memory, regardless of actual images size (RC3 bug);
u7Xr!d+wR (*) Incorrect irradiance map density and texture sharpness when using camera clipping planes;
7JedS (*) Missing files (textures/VRayProxies etc) were not always detected correctly;
zJp@\Yo+ (*) Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly;
MZ8jL,a^ (*) Standard materials with transparency did not render properly (RC3 bug);
^rDT+ x (*) No motion blur for ParticleFlow on 64-bit 3dsmax;
'|\et aD (*) Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files;
y,*>+xk, (*) Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug);
-%U 15W; (*) Textures with mapping channels greater than 1 are now correctly shown in the Material Editor;
`xhiG9mz~ (*) The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights;
eDm~B(G$ (*) VRayBlendMtl did not list the blend textures as sub-anims;
D{](5?$`| (*) 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;
buXPeIo^VM (*) The parameters of VRayMtlWrapper did not have proper names in Track View;
R7L:U+*V" (*) If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black;
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@hXQ/ (*) VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries;
"rj qDpH (*) The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB;
hm%'k~ (*) A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc);
#nE%.k|R~ (*) Problems when rendering animations in DR mode with light cache as both primary and secondary engine;
_)7dy2%{q (*) Small rectangle area lights could produce artifacts for points lying close to the light plane;
]y'/7U+ (*) Somewhat better memory management for proxies and dynamic meshes;
KUdpOMYX (*) Crashes with VRayFur on animated objects when using motion blur;
m[7i<'+S (*) Incorrect environment color with several VRayLights in "dome" mode;
o@`&
h}
$ (*) "Crop" render mode with the V-Ray VFB did not work for animations;
O?8^I< (*) Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc);
|5wuYG (*) VRayBmpFilter did not always display its bitmap texture successfully;
U}xQUFT| (*) VRayBmpFilter could produce invalid colors;
E6SGK,f0D (*) Photon mapping could produce wrong GI on transparent surfaces;
rSIb1zJ (*) Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map;
~RVx~hh (*) Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode;
H}NW? (*) Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping;
@L%9NqE`O (*) Incorrect sampling with gamma color correction when some of the pixel RGB components is zero;
D<[4}og&] (*) In 3dsmax 9, VRayMtlWrapper, VRay2SidedMtl, VRayOverrideMtl could crash when reset from the Material Editor;
Y8I$JBO (*) Some V-Ray materials (e.g. VRayMtl) did not reset when the "Reset" button from the Material Editor was used;
#,O<E@E (*) The contents of the V-Ray VFB was not cleared regardless of the "Previous render" option in the System rollout;
4WnB{9
i`I (*) V-Ray sun could produce brighter highlights than is correct when its size multiplier is much greater than 1.0;
oy!W$ ?6 (*) Banding with very small spherical VRayLights;
p+ymtPF (*) SSS with VRayMtl did not work properly with intersecting refractive objects;
cO2
.gQo' (*) Problems with dome light and matte/shadow materials with GI on;
>2gemTy (*) VRayBlendMtl in additive mode produced incorrect alpha channel;
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~1AL (*) VRayHDRI did not free is memory with the freeSceneBitmaps() MaxScript command;
" *xQN "F (*) Crash when rendering disconnected Particle Flow events;
8#S|jBV (*) In 3dsmax 9, clearing a texture in VRayMtl could cause a crash, if the texture is visible in the viewport;
>R/^|hnJ (*) In 64-bit 3dsmax, the Dynamic raycaster memory spinner was still limited to 4096 MB;
$kJvPwRO (*) In some cases VRayFur did not render properly;
F]3iL^v (*) Wrong mapping coordinates for VRayFur when motion blur was enabled;
\>w[#4`m (*) Incorrect velocity G-Buffer channel due to camera movement for scaled cameras;
OWCd$c_( (*) Distortion map for VRayToon had no effect;
^;GJ7y&,d (*) Light cache prefiltering ignored GI surface IDs;
0@1AH< (*) VRayLight's appeared in reflections for objects excluded from the lights;
ghJ81 (*) Light cache files saved on 32-bit machines did not load properly on 64-bit machines and vice-versa;
RX:\@c& (*) When rendering a high-resolution images with the "Hilbert" region sequence, V-Ray could crash;
=PyU9C-@ (*) A light which had "Affect diffuse" option off still contributed to the diffuse lighting channels;
?s(%3_h (*) When mass-editing V-Ray object or light properties, greyed out properties with different values across the nodes were incorrecly applied to the nodes;
~f2H@# (*) Area VRayShadows with Box type did not respect the rotation of the light;
:{%6<j (*) DR render slaves crashed when photometric Linear or Area lights were contained in the scene;
=jip* E^ (*) VRayFastSSS displayed black in the viewports;
g^"",!J/ (*) VRImg2Exr tool gave error when converting large .vrimg files rendered in "region" mode;
z?_c:]D (*) MaxScript error when adding VRayCausticsMap to the RTT bake elements;
wH~Q4)#=o (*) When rendering animations with DR, slaves faster than the client machine could fail to contribute to some of the frames;
{<ymL} (*) Using RoyalRender client as a service caused a wxWidgets error when no-one is logged on the machine;
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