新功能
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Build 1.50.RC4 (12 Jan 2007) i!YZF$|
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New features: Z0`?
New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting. b^hCm`2w*
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Modified features: :Q$3P+6 a
Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation; #Yj0'bgK
VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type; J8? 6yd-7
VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode; B;W=61d
VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges; !j YV,:'
Distributed rendering can now be started as a BackBurner job; 0Xk;X1Xl
VRayColor texture has an option to apply gamma correction to the displayed color in the UI; pc-'+7Dh>
"Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed; tGM)"u-
"Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights; #c/v2
"Envrionment priority" option added to VRayMtl to control environment override behaviour between different materials; 5:n&G[Md
Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB; =Eef
"No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper; ~Ycz(h'(
Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements; <!DOCvd
If "Check for missing files" option is checked, DR will now fail on the render slaves if some maps cannot be found, instead or rendering wrong buckets; :VLuI
If there are several VRaySun nodes in the scene, VRaySky will now pick the first one that is enabled (rather than the first one at all); E8NIH!dI
V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option; :Q\h'$C
When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off; 5l(;+#3y/
VRayFur can now generate motion blur with more than 2 geometry samples; /!AdX0dx
The irradiance map viewer will print out the progress of merging irradiance maps; /=7 |FtB`
The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start; -*yj[?6
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; 7Jc=`Zm'
The "Save maps per frame" option has been removed from the GI rollout; WQ"ZQ
VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start; #axRg=d?K
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Known issues: <w2Nh eM 3
When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; |c >
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Bug fixes: @d4zSG/s5w
"Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug); ^OA}#k
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Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing; 88G[XkL$2
Problems with 2D displacement (RC3 bug); jq =-Y
Automatically created VRaySky did not have a name; s0nihX1Z-
Horizontal scrolling problems with the V-Ray messages window; Ke'bH
VRayOverrideMtl could cause 3dsmax to crash; {z.}u5N
Multi/subobject material inside a VRayBlendMtl etc. did not render; \sRRLDj%
64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement; ^k-H$]
Some rare raycaster precision errors were fixed; /n"A%6S
Starting/finishing rendering could be extremely slow in 3dsmax R9; >StvP=our
VRayHDRI always took at least 10 MB of memory, regardless of actual image size (RC3 bug); q_oYI3
Incorrect irradiance map density and texture sharpness when using camera clipping planes; gV`:eNo*
Missing files (textures/VRayProxies etc) were not always detected correctly; JL(*peeu3
Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly; H%%#^rb^
Standard materials with transparency did not render properly (RC3 bug); 1":{$A?OB
No motion blur for ParticleFlow on 64-bit 3dsmax; B8TI 5mZ4
Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files; '2.F-~
Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug); F_I! +
Textures with mapping channels greater than 1 are now correctly shown in the Material Editor; awC&xVf
The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights; e=F'
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VRayBlendMtl did not list the blend textures as sub-anims; MRJ dQCBV
If "Render to raw image file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering; #Xn#e
The parameters of VRayMtlWrapper did not have proper names in Track View; jf$t
If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black; :V_$?S
VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries; zBoU;d%p>
The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB; Az)P&*2:'`
A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc); 5jsnE )
Problems when rendering animations in DR mode with light cache as both primary and secondary engine; _zpn+XVdQ
Small rectangle area lights could produce artifacts for points lying close to the light plane; [6-l6W
Somewhat better memory management for proxies and dynamic meshes; Lv_6Mf(
Crashes with VRayFur on animated objects when using motion blur; x/4lD}Pw]
Incorrect environment color with several VRayLights in "dome" mode; F\]rxl4(L
"Crop" render mode with the V-Ray VFB did not work for animations; WUHx0I
Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc); kKj YMYT6
VRayBmpFilter did not always display its bitmap texture successfully; FF/MTd}6qG
VRayBmpFilter could produce invalid colors; F.\]Hqq
Photon mapping could produce wrong GI on transparent surfaces; PDir?'
Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map; HQE#O4
Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode; sF|$oyDE
Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping; D{8V^%{
Incorrect sampling with gamma color correction when some of the pixel RGB components is zero;