vray_adv_150SP4_max2010_x86 32位加32位最终完美破解文件下载 g0M/Sv
(转帖)大家麻烦点吧。。。 Ih_=yk
[ post][/post]Modified features(修改功能): 7J|eL
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(*) Improved multithreading on multi-core machines; oTb4 T=
(*) Ability to specify gizmo falloff for VRayEnvironmentFog; xlm:erP
(*) Ability to use arbitrary meshes as gizmos for VRayEnvironmentFog; (*) Option to exclude the background from VRayEnvironmentFog; 5
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(*) Added CIE sky models to the VRaySun and VRaySky; A)HV#T`N
(*) It is now possible to submit DR servers list for DR though backburner; _xdFQ
(*) Added for the VRayIES light to not use area speculars; ]}9D*V
(*) Added Kelvin temperature settings for the color of VRayLights; yL"pzD`[H
(*) VFB history is now turned off when 3ds Max is in slave mode; nA.~}
(*) Output .vrimg and split channel paths are listed in the Asset Tracker; (*) GI cache files (irradiance maps, light cache etc) are listed in the Asset Tracker; 5@`DS-7h
Bug fix(修复): 9D H}6fO
(*) Crash with Remove button for lights in VRayEnvironmentFog; D`@*udn=
(*) Crash with Hair&Fur in 3ds Max Design 2010 (Danculo); I7HP~v~
(*) Issue with Arch&Design materials in multi/sub-object material; (*) It should not be possible to export already created VRayProxy objects as .vrmesh files; 3sz?49tX
(*) Fixed invalid colors with texture-mapped lights when the texture contains >-4kO7.V
Core Architecture(核心架构) NSDls@m
* Multi-platform object-oriented API fwzyCbks MzCZj
* Fully multithreaded core Qh!h "]
* Unified sampling system based on Schlick sampling tN&_f==e
* Distributed rendering N-<m/RS
* Efficient shading system specifically optimized for ray-tracing vw/X
* Modular architecture - many components of the system can be replaced with custom ones Cl'3I%$8K
Geometry(几何学) ="AJ&BqHd
* Efficient geometry handling 2[TssJQ
* True instance rendering 4KT-U6zNx
* On-demand dynamic geometry creation _5SA(0D#9
* On-demand geometry loading from disk files )ZQML0}P;
* Displacement mapping ["
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* Catmull-Clark and Loop subdivision surfaces _)F0oC {
* Extensible with custom geometric primitives through the V-Ray SDK `6`oLu\l
Image sampling(图像采样): ,?ci+M)
* Three different image sampling methods b.sRB1
* Full-scene anti-aliasing 7(<z= F
* Progressive path tracing (v$$`zh
* Support for additional render elements (diffuse, reflection, GI etc) * Advanced color (tone) mapping controls U2)y fhI
* Extensible with custom image samplers through the V-Ray s5SKQ#,@P
Illumination(照明系统): )3RbD#?
* Physically accurate full global illumination solutions GO=3<Q{;
* Different GI algorithms: path tracing, irradiance cache, photon maps, light cache 7( 2Ed
* Reusable GI solutions for accelerated rendering of walk-through animations and animations with dynamic objects <4QOjW
* Physically accurate area lights Z$&