New features(新特征):
3 #8bG( (*) New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting;
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Gg'R7 增加新的分层渲染:VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting; AHo4%
5 T J!d7 (*) Added exporter script to the .vrscene file format supported by the standalone version of V-Ray;
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;@Pd 在单机板的VRAY里增加.vrscene文件格式的输出脚本。 ul-A' j(QK 0 "z (*) 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;
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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, R7
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可以控制帧与帧的光子过度。 ~+~^c| Dcep^8' =========================================
,ix> e Modified features(修改列表):
<hv {,1p-r (*) Increased rendering speed for some types of scenes;
O-N@HZC $q%l)]+ 提高了渲染速度。 TwT@_~IM p%]ZG, (*) Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation;
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`~lw(Z 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。) 'Cp]Q@]\ "?f_U/+D< (*) VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type;
px~ :'U tm#[. VRAYSUN和MAX里的DAYLIGHT可以兼容了。 so]p1@K a?NoNv)& (*) 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。
8n~ o=" J*zm*~8\ (*) VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges;
37U$9] 032PR;] 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。 F*{1, gb hG! |ts (*) Distributed rendering can now be started as a BackBurner job;
r(i!". Z y-R:-K XH= VRAY的 分布式渲染可以和MAX里的BACKBURNER 配合使用了。 9|5>?'CqP ^oH!FN`;{ (*) Added an option to exclude specific objects from overriding their material from the Global Switches rollout;
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cz6\A& Q|&Wcxq2! 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。 D FN /}&@1 (*) VRayColor texture has an option to apply gamma correction to the displayed color in the UI;
y>iot e~ NoD\t(@h Vraycolor 贴图增加了一个显示应用GAMMA纠正以后的色彩功能。 j`LvS 8Ssk>M* (*) "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed;
kp>AZVk i48Tb7Rx~n 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。 n&;-rj^qq (*) "Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights;
^iz2=}Q8 $kCXp.#k@~ 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。 D`fi\A (*) "Envrionment priority" option added to VRayMtl to control environment override behaviour between different
zyF[I6Gs 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。 B}A7Usm (*) Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB;
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_;KZ i[x;k;m2q 在VR 的VFB里增加了直接控制 region, crop 等 渲染模式。 \/
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V|E _m8JU Tl ?]K 9azk(OL6 -A A='s (*) "No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper;
ND|!U#wMNV BHW8zY=F 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;
5I(gP E'J| p7 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
RW@sh9 found, instead or rendering wrong buckets;
:"aCl~cy9g Jm+hDZrW 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, 3Hli^9&OX_ .d;XLS~ (*) 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);
b]NSCu*)s ,ij"&XA 如果场景里有很多个VRAYSUN,VRAYSKY只匹配第1个VRAYSUN。 Xh,{/5m (*) V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option;
<[H1S@{W I]]3=?Y 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。 ]Xur/C2A .]qj];m (*) When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off;
i'5Q.uX 8xQ5[Ov 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。 8"4&IX $#g1Mx{ (*) The irradiance map viewer will print out the progress of merging irradiance maps;
sS,Swgr 1Z?en irradiance map 浏览工具,可以显示多个irradiance maps在一起的结果。 Lt+ Cm$3 (*) The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start;
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在渲染动画时,每一帧都可以自动保存光子文件名字。包括irradiance/light cache/photon/caustics 光子文件。 TC80nP (*) The irradiance/light cache/photon/caustics maps are auto-saved as soon as they are computed, rather than at the end of the frame/rendering;
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irradiance/light cache/photon/caustics 光子文件 现在是边计算边保持,而不是以前的要当光子文件计算完才能保存。 ?GPTJ#=j=] _-$"F> (*) The "Save maps per frame" option has been removed from the GI rollout;
Vv4w?K 'c3P3`o,; 去掉了“每帧都保持光子”的选项。 eXY*l>B (*) VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start;
I@a y&NNh q~68)D( 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。 f]MKNX ]zEatY (*) 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";
jj2 [Zh/h @sUYjB 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。 kH'LG! O (*) Added a new "hybrid" SSS model in VRayMtl;
b^[Ab:`}[V \ vj<9ke& 在VR材质里新增加了一个“hybrid”SSS模式。 NUBf>~_} .J0s_[ (*) Added exclude list for material override in the Global Switches rollout;
b&[bfM< 在全局材质里增加了一个排除物体使用全局材质功能 {~J'J $hn8 B:Y"X:Y WzD=Ol A[W3.$s $*N^bj (*) The uninstaller will unregister any V-Ray services as well(DR spawner, license server etc.);
[]^fb,5a {A<pb{<u 卸载VR以后,再装VR就不需要在注册VR.
zciL'9 -|F(qf (*) Added "Affect alpha" option to VRaySphereFade;
i'bviD bhk:Szqz 在VRaySphereFade里增加了一个affect alpha选项. 'Cr2&
dy ?7;_3+T# (*) VRayLights now produce accurate motion blur when animated;
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在计算动画里的运动模糊,VR灯光能产生精确的结果。 X(r$OZ Z [[AmxE'l (*) VRayFur can now generate motion blur with more than 2 geometry samples;
F7!q18ew @#u'z~a) VR毛发现在在计算运动模糊的时候,采样比以前更多了。 rlRRGJ\l @Z+(J:Grm5 (*) Global option to work in the system lighting units of 3dsmax for consistent results with 3dsmax photometric lights;
]=ubl!0=: +.3,(l 能通过全局选项,把灯光单位改成和MAX里的光学单位一样。 |'+ [ ' 6s<w}O (*) VRayLights produced wrong intensity with photometric units;
!'5t(Zw5 eVvDis 更改了VR灯光里的光学单位的亮度。 o0&pSCK w8KVs\/ (*) 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;
hsJS(qEh.' 4xsnN@b 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;
0s2@z5bfX O_^X:0} 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。 )BX-Y@fpA _[p@V_my (*) VRayProxy objects now produce motion blur when the proxy transformation is animated;
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q 当计算动画的时候,VR代理物体可以产生运动模糊 ptCAtEO72 \?K>~{) (*) Re-worked VRayFastSSS material to use the irradiance map interpolation mechanism for faster and smoother results;
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1}DUe.a 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。 RxrUnMF wJb"X=i* (*) Added an "Affect reflections" option to VRayLight's to control reflection visibility separately from speculars;
$/XR/ otSF8[ 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 ]