Build 2.10.01 official
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New features:
- Separate VRayFlakesMtl material with just the flakes from the VRayCarPaintMtl material;
- Added VRayGLSL material for direct rendering of GLSL shaders with V-Ray extensions;
Modified features:
- The V-Ray RT render server prints out some more information in GPU mode (useful for troubleshooting);
- Added access to the V-Ray material override exclude list from MaxScript;
- Support for the four FumeFX render elements;
- Ability to call the “Calculate” and “Save to CSV file” operations on the VRayLightMeter from MaxScript;
- The “Browse” button for the “Split channels” file name now opens the folder with the currently selected name (if any);
- Added an environment override slot for VRayCarPaintMtl material;
- Added bump slot for the base layer of VRayCarPaintMtl material;
- Ability to turn off “trace reflections” for separately for each layer of the VRayCarPaintMtl material;
- Added MaxScript function, vrayEditDRSettings(), to open the DR settings window;
- Added possibility to specify user command-line options to 3dsmax.exe when started from the V-Ray DR spawner;
- VRayMtlID and VRayObjectID render elements now have an option to generate colors instead of integers for proper antialiasing;
- XML output for the VRayRenderID render element;
- MaxScript-only option “dome_visibleOriginal” for dome lights to control filtering of the light texture for glossy rays;
- Added an option to VRayToon to compensate the camera exposure;
- Ability to map the radius in VRayDistanceTex with a texture;
- Option in VRayDistanceTex for a solid inside color;
- Custom V-Ray materials now work in the Hair&Fur modifier;
- Hair&Fur now produces the same object ID as the emitter object;
- The V-Ray bitmap to VRayHDRI converter script did not take into account the input gamma of textures;
- Crash with particular pre-render script that turns off V-Ray lights before rendering;
- VRayBlendMtl material blocks the material IDs of its sub-materials;
- V-Ray RT: Added support for RPManager material;
Bug fixes:
- Noise with “Clamp output” option enabled produced noisy renders;
- Hilights from the base reflection layer of VRayCarPaintMtl material were darker than they should be;
- Slow rendering with many overlapping VRayProxy primitives;
- Randomly missing gizmos when rendering VRayEnvironmentFog;
- VRayLights that exclude an object could still affect that object through GI;
- Rendering with GI may use more detailed texture mip-map levels than necessary;
- VRayHDRI may not respect the specified memory limit for tiled textures;
- Crashes with particle systems with 3d displacement and motion blur enabled;
- Spikes with 3d displacement with “Keep continuity” enabled and particular bad geometry;
- Incorrect velocity element with VRayFur;
- Image copied from VFB to clipboard had the first column of pixels swapped for the last one;
- Loading an image in the V-Ray VFB with a different resolution did not work correctly;
- img2tiledexr used wrong formula when converting images from sRGB color space;
- vrim2exr did not preserve the pixel aspect information in the resulting .exr file;
- ply2vrmesh can convert RealFlow .bin files to .vrmesh files;
- VRayExposureControl was not accessible from MaxScript;
- Script error when there is a VRayPlane object in the scene;
- VRayPhysicalCamera in “Movie” mode was not exported correctly;
- Mesh lights were not exported with the .vrscene exporter script;
- Fringes on the edges of flakes in VRayCarPaintMtl material;
- Crash with VRayCarPaintMtl material when rendering of texture maps is globally disabled;
- Warning about “Retrace threshold” and “Use light cache for glossy rays” was printed even when not using the light cache;
- Exception after rendering when the “V-Ray raw image file” is chosen and the V-Ray VFB is not enabled;
- The V-Ray presets did not load if they were saved on a system where the decimal symbol is “,”;
- The file save dialog for .vrimg/.exr files was not resizable;
- The VRayFastSSS2 material was not exported by the .vrscene MaxScript exporter;
- The VRayLightSelect element allowed the user to pick meshes instead of just lights;
- Incorrect velocity element when rendering Hair&Fur natively;
- The .dra file exported from the Hair&Fur plugin is now moved to the temporary 3ds Max folder instead of the root one;
- Wrong spelling for “affect specular” option in VRaySun;
- Slow rendering of VRayEnvironmentFog with animated Noise texture;
- V-Ray RT: Objects could disappear in animation;
- V-Ray RT: When used as production renderer, animation of deforming objects was ignored;
- V-Ray RT: Wrong exposure when physical camera type was “Move cam” or “Video cam”;
- V-Ray RT: VRayEdgesTex was listed as incompatible with V-Ray RT;
- V-Ray RT: 3ds Max froze if V-Ray RT was working as an ActiveShade renderer and the user attempted to run V-Ray RT as production renderer;
- V-Ray RT: .vrscene export was not correct if the system decimal symbol was “,”;
- V-Ray RT: When V-Ray RT was used as production renderer and max. paths per pixel was 0, it was always reset to 64;
- V-Ray RT: ActiveShade rendering is now paused when doing normal production rendering;
- V-Ray RT: Render restarted when changing a perspective view, even if the ActiveShade window was locked to using another camera;
- V-Ray RT: Scene was empty if motion blur was enabled;
- V-Ray RT: Problem with canceling batch render of animations;
- V-Ray RT: Adding new objects/lights is not reflected in the ActiveShade window in 3ds Max 2012;
- V-Ray RT: Standard camera FOV animation was not working;
- V-Ray RT: Support for the “Camera map per pixel” texture;
- V-Ray RT: ParticleFlow systems did not update when an animation with V-Ray RT as production renderer;
- V-Ray RT: Camera target distance was not updated correctly when rendering through Backburner;
- V-Ray RT: Issue with VRayLightMtl material inside a VRayBlendMtl material;
- V-Ray RT GPU: Textures for the color of VRayLightMtl material did not work;
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