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hey dude good to see it up and running again. did you contact vlado about getting an sdk or something for the newer versions of vray?
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the memory usage is better now. I worked on an RLE compression of the cache but it's not working yet. But even without this it works better now. I have a separate spinner for the voxelsize. You can set very small stepsizes without having to decrease the voxelsize as much.
I don't have a new SDK yet but Vlado said he will send one as soon as he has the next build ready. The good thing is that it will probably work with 1.5 then too.
But I'm still hunting a bug that crashes max and only occurs on one or two frames in an animation sequence. And of course the RLE compression should work before I can do an update.
I had a crash of my internal HD. Fortunately I could recover my source code (phew!). But I have lost my mailbox and adressbook. Sorry for the inconvenience but all testers should email me again so I can start a new list. My system is still wrecked, but I hope I have it all running again by the end of the week.
system running again. Got the new SDK for upcoming releases. I did a small test with the new feature set.
ISO Surface with:
- VRaySun
- VRaySky for (GI)
- Lightcache (Secondary Bounces)
- IR Map with GI Caustics (Both refractive and reflective)
- Caustics
All worked together very well.
I still have other problems, but in this case there were surprisingly no crashes involved. It rendered about 10 min on my old sinple cpu P4 (no HT) Laptop (including all lightmaps etc. No precalcs). However I tweaked the settings for a still image. It would flicker in an animation like hell.
Sorry,
The last SDK was too old and the new SDK is too new... But I still have bugs to hunt that I found myself. If 1.5 or a point release is out by then I will send around another beta.
i did another small test to show a little clearer how well the implicits perform with the upcoming features Sun/Sky as well as the improved GI speed on implicits. Rendered with QMC AA and primary bounces only. Indirect Light coming from a VRaySky environment and direct light from a VRaySun.
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