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Nicolas Caplat

VRay v3.30.04 is out ! :)

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Nouvelle petite update:

 

Build 3.30.04 (official)
==============

New features:
(*) V-Ray RT GPU: Added initial support for VRayTriplanarTex;

Modified features:
(*) V-Ray RT GPU: Optimized bitmap memory management;
(*) VRayMtl: "Opacity mode" option default set to "Stochastic";
(*) VRayVolumeGrid: Enabled pure Volumetric render mode in V-Ray RT;
(*) VRayVolumeGrid: Implement support for nameless VDB channels;
(*) VRayVolumeGrid: Probabilistic volume sampling overrides the GI particle mode shading;
(*) setvrlservice: Added prompt for administrative credentials;

Bug fixes:
(*) V-Ray: Reduced memory usage for light cache preview with high resolution images;
(*) V-Ray: Closing of the DR settings window shown by the vrayEditDRSettings() MaxScript command was opening the V-Ray Message Log window;
(*) V-Ray: Fixed crashes with animation and light cache with distributed rendering;
(*) V-Ray: Fixed hanging with tiled textures and very small texture memory limit;
(*) V-Ray: Multi/Sub-Object material with a VRayBlendMtl that has the base material blank was not casting transparent shadows;
(*) V-Ray: The %os keyword in the frame stamp did not recognize Windows 10;
(*) V-Ray: Reduced noise with Adaptive sampling and "Sub-pixel mapping" enabled;
(*) V-Ray: Reverted to V-Ray's render messages window in 3ds Max 2016;
(*) VFB: Fixed incorrect loading of compressed .vrimg files with compression ratios greater than 100 percent;
(*) VFB: Fixed incorrectly received mouse clicks from other windows;
(*) V-Ray RT: Added support for the ColorCorrection map "Printer lights per" and exposure mode options;
(*) V-Ray RT: Dynamic geometry was disappearing after the first frame in Light Cache phase when rendering animations;
(*) V-Ray RT: "Enable color map" was causing clipping of texture colors with environment and VRayLight dome lights;
(*) V-Ray RT: Fixed crash if VRayExtraTex texmap change during ActiveShade;
(*) V-Ray RT: Fixed crash with Progressive sampler when the region is out of the image dimensions;
(*) V-Ray RT: Shader linking did not update in Slate Material Editor during ActiveShade rendering;
(*) V-Ray RT CPU: Fixed memory usage for layered materials with opacity maps and fully transparent regions;
(*) V-Ray RT GPU: Optimized memory usage for geometry instances' user attributes;
(*) V-Ray RT GPU: Portal lights blocked shadows from other lights;
(*) V-Ray RT GPU: The ColorCorrection map HSL to RGB and RGB to HSL conversions changed to match the production rendering;
(*) V-Ray RT GPU: Texture mapping size and offset with "Use real-world scale" enabled were not working when the mapping was "Planar from World XYZ";
(*) VRayAerialPerspective: Fixed overbright pixels with "Inscattered light intensity" less than 1.0;
(*) VRayEdgesTex: Fixed dark edges with rounded corners and Blinn/Ward/GGX BRDFs;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash in V-Ray RT GPU when no input file was attached;
(*) VRayLensEffects: Bloom mode with "Render element only" option produced darker images;
(*) VRayLensEffects: Fixed changing params through MaxScript;
(*) VRayProxy: Fixed animated rendering of proxies in "Show full mesh" mode with applied modifiers;
(*) VRayScannedMtl: Fixed rendering transparent;
(*) VRayTriplanarTex: Fixed Material Editor preview;
(*) VRayVolumeGrid: Fixed self-shadowing export in V-Ray RT causing rendering slowdown;
(*) VRayVolumeGrid: Fixed incorrect position changes with animated .vdb caches;
(*) VRayVolumeGrid: Fixed incorrect frame smoothing;
(*) VRayVolumeGrid: Fixed 3ds Max hanging when rendering with render cutter;
(*) VRayVolumeGrid: Fixed multi-threaded cache files loading after a render has been completed in V-Ray RT and V-Ray Standalone;
(*) VRayVolumeGrid: Fixed crash after repeated adding and removing of color gradient points;
(*) VRayVolumeGrid: Fixed crash during GPU preview of fire in RGB mode with own opacity graph;
(*) VRayVolumeGrid: Fixed differences between GPU viewport preview and rendering of fire;
(*) VRayVolumeGrid: Fixed flipped meshing with .vdb caches from Houdini;
(*) VRayVolumeGrid: Fixed "Object XYZ" texture mapping and preview in mesh mode for the Surface texmap;
(*) VRayVolumeGrid: Removed noise on flat iso-surfaces produced by texmaps;
(*) VRayVolumeGrid: Fixed rendering of speed channel from .f3d/.vdb caches;
(*) VRayVolumeGrid: Fixed artifacts with grid-based self-illumination with DR;
(*) ply2vrmesh: Mesh transformations were ignored with the -mergeVoxels option;
(*) ply2vrmesh: Instancing reverted to disabled by default when converting Alembic files because it's causing problems with previews;
(*) V-Ray scene converter: Avoid script errors on converting Standard material with Strauss BRDF;
(*) .vrmesh exporter: Fixed exporting of VRayProxy objects in "Show full mesh" mode with modifiers;
(*) V-Ray Quick settings: The "AA Quality" slider was not changing the "Color threshold" of AA settings;

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ET me fais pas ton "RTFM" stp ! ;)

Bah non, pas tout le temps quand même, quand çà me parait justifié, quoi ;)

 

Pour l'opacity mode, je n'ai testé que le mode "Clip", et c'était intéressant en terme de gain de temps de rendu. "Stochastic" en revanche, jamais testé !

 

Le VolumeGrid sert à importer des données OpenVDB, les simu FumeFX et PhoenixFD. Jamais testé parce que pas besoin pour ce que je fais pour le moment.

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J'ai testé le stochastic dernièrement et même si je n'ai pas vue trop de différence avec " normal " le temps de rendu devrait être optimisé a ce qu'il parait.

donc ça doit dépendre des scènes.

Si ils le mettent en default, c'est qu'il doit y avoir une bonne raison  de toute façon . Chaosgroup ne s'amuserai pas à mettre une option par default qui cause des problèmes au rendu.

Enfin quand on voit leur test dans la doc : http://docs.chaosgroup.com/display/VRAY3MAX/V-Ray+Material+%7C+VRayMtl#V-RayMaterial|VRayMtl-opacityModeParametery'aurai pas photo sur le pourquoi utiliser cette option :)

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