vray_adv_150SP4_max2010_x86 32位加32位最终完美破解文件下载 RXZ}aX[h
(转帖)大家麻烦点吧。。。 4IEF{"c_8
[ post][/post]Modified features(修改功能): iR`c/
(*) Improved multithreading on multi-core machines; gr%!<2w
(*) Ability to specify gizmo falloff for VRayEnvironmentFog; =5PNH 2
(*) Ability to use arbitrary meshes as gizmos for VRayEnvironmentFog; (*) Option to exclude the background from VRayEnvironmentFog; X?Yp=%%
(*) Added CIE sky models to the VRaySun and VRaySky; Q,1TD2)h
(*) It is now possible to submit DR servers list for DR though backburner; 8T2iqqG/1
(*) Added for the VRayIES light to not use area speculars; 68pB*(i
(*) Added Kelvin temperature settings for the color of VRayLights; k;AV'r
(*) VFB history is now turned off when 3ds Max is in slave mode; mV58&SZT
(*) 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; w&F/P]1
Bug fix(修复): VXpbmg!{S
(*) Crash with Remove button for lights in VRayEnvironmentFog; k~<b~VcU
(*) Crash with Hair&Fur in 3ds Max Design 2010 (Danculo); >We:gKxr
(*) Issue with Arch&Design materials in multi/sub-object material; (*) It should not be possible to export already created VRayProxy objects as .vrmesh files; 3Xun>ZQ-
(*) Fixed invalid colors with texture-mapped lights when the texture contains <Fc @T4Q,
Core Architecture(核心架构) f"8!uE*;
* Multi-platform object-oriented API fwzyCbks h.`U)6*?&N
* Fully multithreaded core y].vll8R
* Unified sampling system based on Schlick sampling
H,F/u&O
* Distributed rendering @L)=epC
* Efficient shading system specifically optimized for ray-tracing \U1fUrw$*
* Modular architecture - many components of the system can be replaced with custom ones 7:Jyu/*]
Geometry(几何学) TvEN0RV2
* Efficient geometry handling %/86}DCfE?
* True instance rendering |Bv?!
sjf
* On-demand dynamic geometry creation kg>Ymo.
* On-demand geometry loading from disk files k#4%d1O}
* Displacement mapping ^Ms)T3dM
* Catmull-Clark and Loop subdivision surfaces T@n-^B !Xq
* Extensible with custom geometric primitives through the V-Ray SDK o4)^U t+
Image sampling(图像采样): )-_NtMr~`!
* Three different image sampling methods a:PS}_.
* Full-scene anti-aliasing blwdcdh
* Progressive path tracing hrwQh2sm
* Support for additional render elements (diffuse, reflection, GI etc) * Advanced color (tone) mapping controls d(>7BV
* Extensible with custom image samplers through the V-Ray (l28,\Bel
Illumination(照明系统): -%&_LE9ZtS
* Physically accurate full global illumination solutions dbkkx1{>Y
* Different GI algorithms: path tracing, irradiance cache, photon maps, light cache 7(
f6 zT
* Reusable GI solutions for accelerated rendering of walk-through animations and animations with dynamic objects f`5e0;zm
* Physically accurate area lights AsRS7V
* Efficient illumination from HDR environments xw*T?!r=V
* Procedural sun & sky models |kvom 4 T
* Extensible with custom lights through the V-Ray SDK >7W8_6sC< Shaders(明暗器): m6BIQ(l
* Physically plausible materials ~jab/cR
* Blurry reflections/refractions HXqG; %nJ^0X_]
* Accurate highlights Y{X79Rd
* Sub-surface scattering tT}*%A
* Support for efficient material layering AZ)H/#be
* Extensible with custom shaders through the V-Ray SDK qp*C%U
Camera effects(镜头特效): I_mnXd;n
* Depth-of-field with bokeh effects yfA h= '>AOJaA
* Accurate motion blur }EmNSs`$r
* Physical camera model ITU6E q 6[kp#
* Extensible with custom cameras through the V-Ray SDK 6bbzgULl .P\wE";
r$! YC#N],#
详细更新情况: -QL_a8NL
KKwJ=za &