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Nicolas Caplat

VRay 3.2 annoncé ...

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je me permet alors...

A preliminary changelog is as follows:

Build 3.20.01 (official) (25 May 2015)
==============

New features:
(*) VRayVolumeGrid: Added support for rendering of fluid simulation data (Phoenix FD, Field3D and OpenVDB);
(*) V-Ray: Added ability to add/remove DR servers on the fly from the Render Progress window;
(*) V-Ray: The DR servers list is re-read whenever the vray_dr.cfg file is modified during rendering;
(*) V-Ray: Added button to open the V-Ray messages log window;
(*) V-Ray: Added camera object properties to control the number of transformation samples for camera motion blur;
(*) V-Ray: Added support for 3ds Max 2016, including the new Physical Camera and Physical Camera Exposure Control;
(*) V-Ray: MaxScript parameter to control the DMC random seed;
(*) V-Ray: The V-Ray object properties allow to specify a given map channel as velocity channel (useful with some Alembic importers);
(*) V-Ray: Provided tooltip descriptions for most of the renderer settings;
(*) V-Ray RT CPU: Support for VRayEnvironmentFog;
(*) V-Ray RT GPU: Added support for Composite map rendering;
(*) V-Ray RT GPU: Added support for displacement;
(*) V-Ray RT GPU: Added support for VRayMtl anisotropy;
(*) V-Ray RT GPU: Added UDIM tag support;
(*) V-Ray RT GPU: Implemented QMC sampling for CUDA engine;
(*) V-Ray RT GPU: Initial support for texture baking;
(*) V-Ray RT GPU: Support for spherical panorama cameras;
(*) V-Ray RT GPU: Added support for 3ds Max Spot and Omni lights Decay and Near/Far Attenuation parameters;
(*) V-Ray RT GPU: Added support for textures output Bezier curve output color correction;
(*) VRayProxy: Added better methods for generating viewport preview meshes based on mesh simplification;
(*) VRayProxy: Added Show whole mesh viewport display option;
(*) VRayProxy: Support for exporting the VRayInstancer as a .vrmesh file preserving the instancing;
(*) VRayStereoscopic: Support for stereo spherical/cylindrical panorama cameras;
(*) VFB: Added ability to load the render settings for an image from the history window;
(*) VFB: Can be zoomed in/out with the regular +/-/* keys (useful for remote access from mobile devices);
(*) VRayCurvatureMap: A new texture similar to VRayDirt; useful for detecting mesh curvature;
(*) VRayFur: Faster rendering; can now be accelerated by Embree;
(*) Hair&Fur: Faster rendering; can now be accelerated by Embree;
(*) VRayInstancer: Added ability to override node and V-Ray object properties of the source objects;
(*) VRayInstancer: Added parameters to control the random seed, render percentage;
(*) VRayInstancer: Added an experimental option for multithreaded instance generation (only for the V-Ray portion of the code);
(*) VRayLight: Added a line that shows the orientation of the dome lights in the viewport, it also shows the center of VRayHDRI wrapping;
(*) VRayOSLMtl: Added support for vray_subsurface() closure;
(*) VRayOSLMtl: Added support for vray_hair() closure;
(*) VRayOSLMtl/VRayOSLTex: Support for drop-down controls;
(*) VRayHDRI: Added support for loading PNG grayscale with alpha images;
(*) Texture baking: Additional bake elements for render to texture: VRayMtlReflectIORBake, VRayReflectionFilterMap;
(*) V-Ray scene converter: Added initial implementation of conversion of Corona materials and lights;
(*) ply2vrmesh: Support for conversion of particles from .geo and .bgeo files;
(*) vrayspawner.exe can assign separate DR nodes to different processor groups;

Modified features:
(*) V-Ray: Reduced light cache leaks through a new parameter "Leak prevention";
(*) V-Ray: New default settings for the light cache;
(*) V-Ray: The GI subdivs multiplier in the V-Ray object properties has been renamed to "Subdivs multiplier" and affects all shading samples for the particular object;
(*) V-Ray: The render mask can work with transparent and not Visible to Camera objects along the ray paths;
(*) V-Ray: The render mask on selected objects is intersected by VRayLights;
(*) V-Ray: Setting the Global subdivs multiplier to 0.0 does not affect the irradiance map and other reflection/refraction interpolation maps;
(*) V-Ray: Added UI view switcher to the Global DMC sampler rollout;
(*) V-Ray: Changed the default motion blur duration value to 0.5;
(*) V-Ray: Improved handling of meshes and proxies that are invisible to the camera;
(*) V-Ray: Speed up of the "transforming vertices" phase in scenes with many objects;
(*) V-Ray: Simplified the "default" view of the light cache rollout;
(*) V-Ray RT GPU: Added support for Falloff texmap in VRayVRmatMtl;
(*) V-Ray RT GPU: Cleaner glossy reflections from area lights;
(*) V-Ray RT GPU: Implemented Light Cache support for motion blurred hairs;
(*) V-Ray RT GPU: Implemented more robust common tasks execution, leading to about 10% render speed gain;
(*) V-Ray RT GPU: Optimized system CPU memory usage for bitmap textures;
(*) V-Ray Toolbar: Changed the default alignment to floating for 3ds Max 2016 and later due to issues with default docking;
(*) VFB: Added VRAY_BLENDED_GUI environment variable that, when set to 0, allows to run the VFB in a separate thread like before, otherwise it runs in the 3ds Max main thread by default;
(*) VFB: Better contrast function that preserves the black and white points;
(*) VFB: The render region coordinates are stored normalized to the image size;
(*) VFB: The vfbControl MaxScript function supports loading of color correction files;
(*) VFB: The vfbControl MaxScript function does not cause the VFB to show anymore;
(*) VFB: The "Edit comment" window appears under the mouse cursor when shown;
(*) VFB: The "Close" button in the "Edit comment" window is changed to "Save and close"; 
(*) V-Ray Quick settings: Light cache's Pre-filter is no more affected;
(*) VRayCarPaint: Added max reflection depth control;
(*) VRayExposureControl: Added MaxScript access to the "active" and "processBG" options;
(*) VRayFastSSS2: Changed trace reflections to enabled by default;
(*) VRayHDRI: Allow negative values for the U/V Crop/Place parameters in VRayHDRI;
(*) VRayHDRI: Added option to generates IFL lists with full file paths rather than relative;
(*) VRayHDRI: Faster rendering of tiled textures when the tiled memory limit is reached;
(*) VRayHDRI: Improved elliptical filtering;
(*) VRayLight: Simplify the interface options layout;
(*) VRayProxy: Instancing for Alembic meshes is enabled by default;
(*) VRayScatterVolumeMtl: Improved calculations;
(*) VRayToon: Added support for layers in the include/exclude list;
(*) V-Ray Light Lister: Made the light names fields wider and the list is sorted by the lights names;
(*) .vrmesh exporter: Added support for VRayInstancer when "Export each mesh to separate file" option is selected;
(*) .vrscene exporter: The render state of objects is exported;
(*) Installer: Adding exceptions for applications and ports to the firewall;
(*) Lens analyzer: Added ability to generate texture for physical camera distortion map;
(*) ply2vrmesh: Preserve UV set names for .geo/.bgeo files;

Bug fixes:
(*) V-Ray: Creating VRayFur either from the V-Ray Toolbar or the menus, was not attaching it to the source object's transformation;
(*) V-Ray: Fixed a crash when loading Alembic files containing particles with invalid positions;
(*) V-Ray: Fixed a crash when rendering a scripted material that extends a 3ds Max native material;
(*) V-Ray: Fixed a crash when rendering primitives with no faces with Embree;
(*) V-Ray: Fixed crash when rendering absolutely straight, motion blurred hairs with Embree;
(*) V-Ray: Fixed hang if cancelling the render during irradiance map calculation phase when DR;
(*) V-Ray: Fixed a random crash at the end of a render if "Get resolution from MAX" option is unchecked;
(*) V-Ray: Fixed artifacts when rendering hairs with Embree;
(*) V-Ray: Fixed some of the quad menu items registering more than once;
(*) V-Ray: Fixed issue where toggling the "Default Lights" option also changed VFB resolution preset;
(*) V-Ray: Fixed unhandled exception when doing distributed rendering an animation with any of the irradiance map incremental modes;
(*) V-Ray: Standard 3ds Max materials were not rendering with VRayOverrideMtl;
(*) V-Ray: Writing output with the "Separate render channels" can be interrupted;
(*) V-Ray/V-Ray RT CPU: Removed occurring bright pixels with progressive sampling;
(*) VRayPhysicalCamera: Fixed wrong physical camera distortion when distortion map is used;
(*) VRayMtl: Fixed wrong shadows with opacity of VRayMtl in VRay2sidedMtl in VRayBlendMtl;
(*) V-Ray RT: 3ds Max UI was freezing during and for some time after render to texture with large resolutions;
(*) V-Ray RT: Added support for animated UVW coordinates;
(*) V-Ray RT: Animation frames were duplicated;
(*) V-Ray RT: Changing map channels during Active Shade was not re-exported;
(*) V-Ray RT: Divide shading subdivs was not exported;
(*) V-Ray RT: Fixed crash due to leaking animated mesh light meshes;
(*) V-Ray RT: Fixed crash when VRayLight has Bercon Noise or Bercon Wood texture;
(*) V-Ray RT: Fixed incorrectly exported displacement plugin when it is animated;
(*) V-Ray RT: Fixed incorrectly exported material names starting with digits;
(*) V-Ray RT: Fixed random hang during "Waiting for renderer..." stage when rendering as production renderer;
(*) V-Ray RT: Fixed some of the messages in the console appearing on the same line;
(*) V-Ray RT: Fixed VFB occasionally freezing during rendering;
(*) V-Ray RT: Mesh light was missing if "Replace mesh with light" was off;
(*) V-Ray RT: Render server may crash on exit if there is a physical camera in the scene;
(*) V-Ray RT: Refraction environment map was used when Reflection/Refraction environment are disabled;
.......................... (text too long)

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Merci Erick.

Quelques trucs bien cool quand même que j'attendais depuis longtemps, surtout

VRayProxy: Added Show whole mesh viewport display option :) :) :)

Un truc qui m'inquiète un peu par contre:

V-Ray: The GI subdivs multiplier in the V-Ray object properties has been renamed to "Subdivs multiplier" and affects all shading samples for the particular object;

Si je comprends bien ça veut dire que si on met "3" en "Subdivs multiplier" ça va multiplier par 3 les GI subdivs pour cet objet mais également les subdivs de son matériau  ... ?! Pas cool ça ... :shock:

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