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  • V-Ray Next Update 2 available for download

    Hello,

    V-Ray Next for 3ds Max update 2 is now available for download from our website. Here are the main new features:

    Debug Shading
    Easily isolate textures, materials and geometry to help debug large shading networks in V-Ray IPR and V-Ray GPU IPR.

    V-Ray Toon Shader
    Quickly add cartoon and cel-shading effects to your 3D projects.

    V-Ray GPU Support for alSurface material
    A general-purpose shader with layered SSS and glossy fresnel reflections on V-Ray GPU.

    Memory Tracking
    Optimize your scene with the new memory usage report for textures and objects.

    Color corrections in Viewport IPR
    Apply V-Ray Frame Buffer color corrections directly in the Viewport IPR.

    V-Ray GPU Support for VRayDistanceTex
    Faster setup of your scene's shaders and render effects based on geometry with V-Ray GPU.

    Dust and Scratches Lens Effect
    Simulate real-world camera lens effects with new procedurally generated Dust and Scratches.

    Features video - https://youtu.be/vJ-2LJpF5AU

    Some honorable mentions from the change log and other notes:
    • V-Ray/V-Ray GPU: Hash map based light cache - a new light cache implementation that is simpler and with less flickering in animations. This is the default light cache type for new scenes.
    • V-Ray GPU: Add support for VRayCurvature texture
    • VRayMtl: Better shadow terminator with strong bump maps = soft shadows with bump.
    • A lot of fixes for the Adaptive Dome Light.
    • VRayToonMtl: Add V-Ray's Cel shader implementation support - please mind that this is not complete yet. It needs a little more polishing and bug fixing.
    • As usual there will be a hotfix in the near weeks.
    ​​​​​Full change log:

    Build 4.20.00 (V-Ray Next, update 2) (05 June 2019)
    ==============

    New features:
    (*) V-Ray/V-Ray GPU: Debug Shading with various modes during IPR;
    (*) V-Ray/V-Ray GPU: Hash map based light cache;
    (*) V-Ray/V-Ray GPU: Native rendering of Corona scatter instances;
    (*) V-Ray: Add V-Ray memory tracking support;
    (*) V-Ray: Baking elements support for opacity map when doing projection baking;
    (*) V-Ray: Implement barycentric mode in the VRaySamplerInfoTex;
    (*) V-Ray GPU: Support for VRayDistanceTex;
    (*) V-Ray GPU: VRayALSurfaceMtl shader support;
    (*) V-Ray GPU: Add support for VRayCurvature texture;
    (*) V-Ray GPU/V-Ray Cloud: Support for Substance 2 maps;
    (*) V-Ray Cloud: Indirect light select modes support;
    (*) V-Ray IPR: Overlay progress notifications in the Viewport IPR;
    (*) VRayOSL: Implement the 3ds Max OSL shading graph support;
    (*) VRayToonMtl: Add V-Ray's Cel shader implementation support;
    (*) VRayVolumeGrid: Add support for V-Ray GPU render elements: VRayNormals, VRaySamplerInfo, VRayZDepth, VRayVelocity, VRayGI, VRayDiffuseFilter, VRayShadows, VRayObjectID, VRayRenderID;
    (*) VRayVolumeGrid: Modulate or replace the Fire Opacity with a texture in "Use Own Opacity" mode on V-Ray GPU;
    (*) VFB: Ability to do test renders at lower resolution;
    (*) VFB: Add keyboard shortcuts for mouse actions in IPR;
    Last edited by matanov; 05-06-2019, 06:13 AM.
    If it was that easy, it would have already been done

    Peter Matanov
    Chaos

  • #2
    Modified features:
    (*) V-Ray: Check for version compatibility between the DR servers and client;
    (*) V-Ray: Faster production IPR with complex scenes;
    (*) V-Ray: Improved sampling for scenes with many light sources;
    (*) V-Ray: Displacement/subdivision tessellation outside the camera frustum should be coarser (reduces memory usage);
    (*) V-Ray: Optimized memory usage for scenes with many disc lights;
    (*) V-Ray: Improve loading time for scenes with many V-Ray lights;
    (*) V-Ray: Update to Alembic 1.7.10;
    (*) V-Ray: Use lower resolution on HiDPI displays with Viewport IPR;
    (*) V-Ray: Mitigate Windows freezing while rendering;
    (*) V-Ray: Move the Authorization and About rollouts to the Settings tab;
    (*) V-Ray: Print a warning if the VRayLog.txt file is written to C:\ or unaccessible path;
    (*) V-Ray: Add a warning when there are render elements with filtering off and Progressive sampler as they are incompatible;
    (*) V-Ray: Display a warning when using Auto Exposure/White Balance with Region Render or Render Mask;
    (*) V-Ray: Print a warning when using the irradiance map with full light select elements;
    (*) V-Ray: Remove writing of V-Ray shade maps;
    (*) V-Ray GPU: Add support for VRayExtraTex exclude/include lists;
    (*) V-Ray GPU: Add an option to save color corrections for the raw image output;
    (*) V-Ray GPU: Add UI for resumable rendering with GPU bucket sampler;
    (*) V-Ray GPU: Improve Light Linker memory efficiency;
    (*) V-Ray GPU: Remove OpenCL engine from the UI;
    (*) V-Ray GPU: Support for multiple map channels for bitmaps in VRayGLSL;
    (*) V-Ray Cloud: Add a warning when using VRayAmbientLight and Adaptive Lights;
    (*) V-Ray Bitmap to VRayHDRI converter: Should be usable through MAXScript;
    (*) VRayGLSL: Increase the number of texture channels to 16;
    (*) VRayGLSL: Speedup compilation of shaders;
    (*) VRayHairInfoTex: Add support for "Position along strand absolute" mode;
    (*) VRayLight: Dome lights should be adaptive by default;
    (*) V-RayMtl: Better shadow terminator with strong bump maps;
    (*) VRayMtl: Use the Oren-Nayar model for diffuse roughness;
    (*) VRayMtl: Remove the highlight glossiness slots from UI in Slate Material Editor and disconnect the texmap;
    (*) VRayMDL/VRayGLSL/VRayOSL: Implement an output selector for OSL;
    (*) VRayMDL: Use GGX as fallback for unsupported microfacet BRDFs;
    (*) VRayMDL/VRayGLSL/VRayOSL: Improved initial rollout states;
    (*) VRayOSL: Support for shaders that use the trace() OSL function in the 3ds Max OSLMap texture;
    (*) VRayShadowMap: Deprecate for future use;
    (*) VRaySamplerInfoTex: Extend VRaySmaplerInfoRE with tangent and bitangent in uv space;
    (*) .vrscene exporter: Disable 3ds Max UI updates to avoid slowdown with animation export due to redrawing heavy scenes;
    (*) .vrscene exporter: Optimize export time with particle systems;
    (*) .vrscene exporter: Support for pixel aspect ratio;
    (*) .vrscene exporter: Nozon PresenZ plugin parameters export;
    (*) V-Ray Bitmap to VRayHDRI converter: Use maketx instead of img2tiledexr by default;
    (*) V-Ray Toolbar: Add the "Submit to Chaos Cloud rendering" as separate button;
    (*) VRayVolumeGrid: Show the mesh preview together with the voxel preview when both are enabled;
    (*) VRayVolumeGrid: Speed up preview of AUR cache files by reading the grid channel data min-max range from their metadata;
    (*) VRayVolumeGrid: Support for OpenVDB 5;
    (*) VFB: Ask to save the current modified scene when using the Open Scene command from History;
    If it was that easy, it would have already been done

    Peter Matanov
    Chaos

    Comment


    • #3
      Bug fixes:
      (*) V-Ray: Adaptive dome light artifacts with invisible lights blocking the dome;
      (*) V-Ray: Artifact in reflection of object behind the camera with adaptive lights;
      (*) V-Ray: Crash with animated GrowFX geometry instanced with ForestPro with animated instances;
      (*) V-Ray: Crash with ProOptimizer modifier during compiling geometry;
      (*) V-Ray: Difference in GI between Max and Standalone with Adaptive Lights;
      (*) V-Ray: Double Sided material renders incorrectly if there is unsupported material input;
      (*) V-Ray: Extreme slowdown in very small area of a scene with dense hairs over SSS surface;
      (*) V-Ray: Flickering of distant light sources with the adaptive lights and many light sources;
      (*) V-Ray: Frames overwrite each other when saving frame sequences as .vrimg through the Max native render output dialog;
      (*) V-Ray: Lens effect generate wrong results with overbright pixels;
      (*) V-Ray: Long file paths are not visible in the Overwrite files list dialog;
      (*) V-Ray: Missing effects result channel after changing Lens effects mode;
      (*) V-Ray: Missing deep data in VRayLightSelect render element;
      (*) V-Ray: NaN or negative pixels in VRaySpecular render element;
      (*) V-Ray: Override material by Include doesn't work properly with grouped objects;
      (*) V-Ray: Raw images are still saved when canceling a render;
      (*) V-Ray: Resuming a render with "Store direct light" disabled produces different buckets;
      (*) V-Ray: Setting the log file path with MAXScript has no effect if the Render Setup window is not open;
      (*) V-Ray: Unhandled exception with PFlow and TurboSmooth;
      (*) V-Ray: Using an OSL texture as bump map does not work in Standalone;
      (*) V-Ray: When using the "split channels" option, normals render elements should be stored without gamma;
      (*) V-Ray: Resuming a bucket render resets the progress to zero;
      (*) V-Ray: VRayZDepth element channels are named differently depending on VRayOptionRE in multipart EXR;
      (*) V-Ray/V-Ray Cloud: Incorrect full light select element with VRayFastSSS2;
      (*) V-Ray IPR: Animated amount of 2D VRayDisplacement is not updated between frames;
      (*) V-Ray IPR: Assigning a new environment map is not reflected;
      (*) V-Ray IPR: Crash on specific scene with cloned objects when picking material in the Slate Material Editor during Viewport IPR;
      (*) V-Ray IPR: Crash when adjusting Gradient Ramp in VRayLight;
      (*) V-Ray IPR: Crash when changing the topology of a newly copied object;
      (*) V-Ray IPR: Crash when modifying 2D displacement amount after changing the texmap;
      (*) V-Ray IPR: Crash with multi-threaded VRayInstancer when changing frames;
      (*) V-Ray IPR: Crash when selecting existing geometry while creating geometry;
      (*) V-Ray IPR: Crash when turning on "Auto exposure" or "Auto white balance" during rendering;
      (*) V-Ray IPR: Crash when tweaking VRayDisplacementMod in specific scene;
      (*) V-Ray IPR: Crash when starting IPR in scene with objects with scripts as custom attributes;
      (*) V-Ray IPR: Crash with VRayInstancer and VRayMultiSubTex when scrubbing the timeline;
      (*) V-Ray IPR: During rendering with "Auto exposure" enabled, the image may flicker slightly on each IPR update;
      (*) V-Ray IPR: Opening the VFB during Viewport IPR causes rendering restart;
      (*) V-Ray IPR: Render mask in texture mode does not work;
      (*) V-Ray IPR: Use the color corrections from the VFB in Viewport IPR;
      (*) V-Ray IPR: Using Array tool during rendering causes missing objects in 3ds Max 2017;
      (*) V-Ray IPR: Viewport IPR can be started in multiple views using the Maximize Viewport Toggle;
      (*) V-Ray IPR: Viewport IPR should not set the post effects rate to 100 if it was zero;
      (*) V-Ray GPU: A scene with two VRayClippers in mesh mode is rendered incorrectly with V-Ray Standalone/V-Ray Cloud;
      (*) V-Ray GPU: Add the "Previous render" function to;
      If it was that easy, it would have already been done

      Peter Matanov
      Chaos

      Comment


      • #4
        (*) V-Ray GPU: Artifacts with VRayDisplacementMod and TriplanarTex;
        (*) V-Ray GPU: Back faces of double sided VRayMtls are not rendered;
        (*) V-Ray GPU: Black output when saving from the 3ds Max Common tab options and using Render Mask;
        (*) V-Ray GPU: Black transparency effect in a scene with a lot of geometry stacked behind each other;
        (*) V-Ray GPU: Buckets produce different results when rendering in hybrid mode;
        (*) V-Ray GPU: Crash on scene reset after rendering a scene with Forest Pro;
        (*) V-Ray GPU: Crash when rendering VRayProxy with VRayLightMtl (with direct illumination on) and motion blur;
        (*) V-Ray GPU: Crash when uploading huge textures in full size;
        (*) V-Ray GPU: Crash in a scene with Forest Pro animated geometry with motion blur and VRayVelocity render element;
        (*) V-Ray GPU: Crash in IPR when RailClone material is modified;
        (*) V-Ray GPU: Crash with specific scene rendering when turning off lights during IPR;
        (*) V-Ray GPU: Crash when modifying materials of ForestPro objects during IPR;
        (*) V-Ray GPU: Crash when rendering invalid light cache file;
        (*) V-Ray GPU: CUDA errors when rendering a sequence with animated VRayClipper, dome light and reflective/refractive materials;
        (*) V-Ray GPU: DR Bucket unsupported render element warning is erroneously shown;
        (*) V-Ray GPU: Enable saving of the light cache;
        (*) V-Ray GPU: Error 700 during IPR with on-demand texture size and override material;
        (*) V-Ray GPU: Error 716 with VRayHairMtl and VRayHairNextMtl with older GPU drivers;
        (*) V-Ray GPU: Excessive memory consumption with Bucket Sampler;
        (*) V-Ray GPU: Geometries disappear during IPR when rendering with Render Mask Selected and moving a selected geometry;
        (*) V-Ray GPU: GLSL shaders that use the sqrt() function crash;
        (*) V-Ray GPU: Include/exclude linked objects from lights causes all child objects to be excluded too;
        (*) V-Ray GPU: IPR is locked to the projection instead of the current view;
        (*) V-Ray GPU: Low quality baked Spiral mode of Gradient Ramp in Anisotropy;
        (*) V-Ray GPU: Memory leak with on-demand textures when used in IPR;
        (*) V-Ray GPU: NaN pixels when rendering in hybrid;
        (*) V-Ray GPU: Some scenes with VRayFur take much time before the rendering starts;
        (*) V-Ray GPU: Show VRaySwitchMtl as compatible;
        (*) V-Ray GPU: Stochastic flakes: missing secondary reflections;
        (*) V-Ray GPU: UDIM textures are rendered black with On-demand mipmapping texture mode;
        (*) V-Ray GPU: Visible edges on geometry with VRay2SidedMtl and VRayNormalMap;
        (*) V-Ray GPU: VRayInstancer uses only the PRT particles from the initial frame;
        (*) V-Ray GPU: VRayDRBucket render element outputs black color with Progressive sampler is used;
        (*) V-Ray GPU: Wrong rendering of animated VRayColor with motion blur;
        (*) V-Ray GPU: Wrong GI and shadow calculation with environment color different from black;
        (*) V-Ray GPU: Wrong render when the first production render of the 3ds Max session is Orthographic;
        (*) V-Ray Cloud: Animated clipping plane of 3ds Max Physical Camera is not exported to .vrscene;
        (*) V-Ray Cloud: Animated exposure options in Environment and Effects are not exported;
        (*) V-Ray Cloud: Crash with 3ds Max blackbody.osl with a texture which is not an OSL texmap;
        (*) V-Ray Cloud: Crash with Forest Pro with non-default V-Ray/object properties values;
        (*) V-Ray Cloud: Camera Automatic vertical tilt doesn't work with animation;
        (*) V-Ray Cloud: Cellular map assigned to a refractive VRayMtl is renders with differences;
        (*) V-Ray Cloud: Difference in the VRayZdepth render element when the VRayMtl refraction "Affect channels" is set to "All channels";
        (*) V-Ray Cloud: Difference in Bump mapping with VRayHDRI;
        (*) V-Ray Cloud: Different bump seed info from BerconNoise;
        (*) V-Ray Cloud: Dome light's texture is not exported correctly in some cases with "Lock texture to icon" enabled;
        (*) V-Ray Cloud: Export animated depth of field from VRayPhysicalCamera, Physical Camera and render setup;
        (*) V-Ray Cloud: Export animated parameters that control camera exposure;
        (*) V-Ray Cloud: Forest Pack Edge mode is not exported to .vrscene files;
        (*) V-Ray Cloud: Forest Pack object with set object id is not rendered in the MultiMatte pass in Standalone and the cloud;
        (*) V-Ray Cloud: Inconsistencies and performance issues on rendering of motion-blurred VRayInstancer;
        (*) V-Ray Cloud: Mismatched channel names when outputting .vrimg and .EXR and there is a VRayDenoiser render element;
        If it was that easy, it would have already been done

        Peter Matanov
        Chaos

        Comment


        • #5
          (*) V-Ray Cloud: OpenEXR textures with gamma override do not render properly;
          (*) V-Ray Cloud: Output settings of maps are not exported properly when animated;
          (*) V-Ray Cloud: RailClone object used as VRayDistanceTex object did not respect "Renderable" object property;
          (*) V-Ray Cloud: Scenes with time display set to Frame::Ticks, non-zero ticks and motion blur render darker;
          (*) V-Ray Cloud: Scenes with light linking renders a lot slower than in 3ds Max on multi-core machines;
          (*) V-Ray Cloud: Support for the VRayScatterVolume material;
          (*) V-Ray Cloud: Top-Bottom output layout option in the VRayStereoscopic helper is not exported in .vrscenes;
          (*) V-Ray Cloud: Visible to camera object property is not exported properly when there is VRayLightMtl with Direct Illumination on;
          (*) V-Ray Cloud: VRayAlSurface produces incorrect GI pass;
          (*) V-Ray Cloud: VRayAlSurface renders differently;
          (*) V-Ray Cloud: VRayFur animation is not exported;
          (*) V-Ray Cloud: VRayPhysicalCamera animated "F-number" is not exported;
          (*) V-Ray Cloud: When using Auto exposure light cutoff threshold is applied prior to the EV adjustment;
          (*) V-Ray Cloud: Wrong export for VRayProxy file name parameter for proxy/alembic sequences;
          (*) V-Ray Cloud: Wrong results when "Affect shadows" is turned off in the refraction VRayMtl parameters;
          (*) VRayClipper: Artifact with clipper in open space scenes with dome light;
          (*) VRayClipper: Clippers do not respect include list when included object is hidden;
          (*) VRayClipper: Clipping objects outside of the include list if the objects that are in it are hidden;
          (*) VRayClipper: Incorrect results with disabled "Clip lights geometry" and dome light rendering with V-Ray GPU;
          (*) VRayClipper: Mesh clipper casts incorrect shadows;
          (*) VRayColor: Crash after Undo/Redo;
          (*) VRayDisplacementMod: Results with "Keep continuity" are incorrect when UVTILE textures are used;
          (*) VRayFur: Crash when rendering large areas with VRayFur;
          (*) VRayFur: Crash when rendering on VRayProxy with variable polygon count;
          (*) VRayGLSL: CUDA error 716 with VRayMDLMtl using bump;
          (*) VRayIES: Lights with no profile are rendered black when override intensity is set to “replace”;
          (*) VRayInstancer: Artifacts in V-Ray GPU/V-Ray Cloud using multi-segmented motion blur;
          (*) VRayInstancer: Interval discrepancy on motion-blurred instances with V-Ray Cloud;
          (*) VRayInstancer: Not rendering correctly with multi-segmented motion blur;
          (*) VRayLight: Textured and Disc lights do not generate caustics;
          (*) VRayMetaball: Unhandled exception when rendering PF events with VRayParticleColor shading;
          (*) VRayMDL/VRayGLSL/VRayOSL: Error loading ParamBlock2 when merging a scenes containing shaders;
          (*) VRayMtl: Metalness values different from 0.0 and 1.0 render incorrectly;
          (*) VRayOrnatrixMod: Ornatrix additional mapping channels data is inaccessible;
          (*) VRayOSL: Bump mapping is not working with VRayOSLTex;
          (*) VRayOSL: Crash in IPR with VRayOSLTex in a specific scene;
          (*) VRayOSL: Crash on post-Haswell processors;
          (*) VRayOSL: Crash with VRayOSLTex with connected texture linked to VRayLightMtl with Direct Illumination on;
          (*) VRayOSL: Loading and cloning an OSL node with in-place shader does not compile it automatically;
          (*) VRayOSL: Reloading an OSL shader does not work;
          (*) VRayOSL: Shaders do not load when loading a scene with a shader that contains an include directive;
          (*) VRayOSL/VRayGLSL: Crash when rendering with V-Ray Standalone;
          (*) VRayPhysicalCamera: Turning "Targeted" off crashes in IPR;
          (*) VRayPluginNode: Cloned plugins miss the texture slots links;
          (*) VRayProxy: Alembic proxy in bounding box preview mode or with preview override loads the whole geometry;
          (*) VRayProxy: No motion blur with 3ds Max Fluids imported through Alembic;
          (*) VRayScannedMtl: Crash when selected in Material Editor due to invalid symbols in the file path;
          (*) VRayVolumeGrid: Cannot abort rendering by cancelling the pre-render progress windows;
          (*) VRayVolumeGrid: Crash when using one object as a render cutter for two Fire/Smoke volume grids;
          (*) VRayVolumeGrid: Crash when rendering a volume with Create Lights intersecting a geometry with a Light Material;
          (*) VRayVolumeGrid: Crash when rendering empty volume grid with V-Ray GPU;
          (*) VRayVolumeGrid: Crash when rendering volume grids with V-Ray GPU ;
          (*) VRayVolumeGrid: Constant mesh rebuild in 3ds Max viewport when the timeline start is not an exact frame;
          (*) VRayVolumeGrid: Fire Lights keep illuminating the scene after the cache sequence ends during sequence render;
          (*) VRayVolumeGrid: Fire Opacity From Texture option affects Fully Visible and Use Smoke Opacity modes;
          (*) VRayVolumeGrid: FumeFX 4 VDB caches are imported with offset Pivot point;
          (*) VRayVolumeGrid: GPU Volumetric effects go missing when switching between Bucket and Progressive Sampler type in Volumetric Geometry mode;
          (*) VRayVolumeGrid: Having many instances breaks smoke's occlusion by geometry;
          (*) VRayVolumeGrid: Jittering with animated camera inside of a volume grid using V-Ray GPU;
          (*) VRayVolumeGrid: Memory leak when rendering with GI and any V-Ray render elements;
          (*) VRayVolumeGrid: Min-max channel range of AUR caches randomly displays very large numbers;
          (*) VRayVolumeGrid: Modulate or replace the Fire Opacity with a Texture in "Use Own Opacity" mode for CPU rendering;
          (*) VRayVolumeGrid: OpenVDB caches that contain internal rotation are rendered clipped with V-Ray GPU;
          (*) VRayVolumeGrid: Optimize volumetric rendering when Smoke Opacity is modulated by a texture;
          (*) VRayVolumeGrid: Phoenix lights from one volume grid do not illuminate some parts of other grids depending on the camera angle;
          (*) VRayVolumeGrid: Rendering produces wrong normals render element results with V-Ray GPU;
          (*) VRayVolumeGrid: Slow preview auto-reduction of large VDB caches compared to Phoenix FD;
          (*) VRayVolumeGrid: Slow viewport preview when the timeline start is not an exact frame;
          (*) VRayVolumeGrid: The warning about DR and local paths is still appearing even when there is no volume grid in the scene;
          (*) VRayVolumeGrid: Using many chained texture maps in the volumetric shader produces different renders of the same frame when rendering repeatedly;
          (*) VRayVolumeGrid: Volumes are rendered if the volume grid is hidden but "Create Lights Even If Not Renderable" is Enabled;
          (*) VRayVolumeGrid: Voxel preview of temperature around 200 Kelvins with As Fire enabled draws bright red and pink voxels;
          (*) VRayVolumeGrid: Very slow loading of OpenVDB files from network;
          (*) VRayVolumeGrid: Wrong Object XYZ texture mapping with V-Ray GPU;
          (*) VRayVolumeGrid: When two or more grids have any overlapping walls volumetrics aren't rendered correctly with V-Ray GPU;
          (*) VRayWireColor: No output for objects instanced with Forest Pro and VRayInstancer;
          (*) VFB: Copy to stamp label is truncated on high DPI monitors;
          (*) VFB: "Export and render" from .vrscene exporter scales the VFB twice the scale factor on HiDPI displays;
          (*) VFB: EXR files loaded in the VFB do not have their integer REs displayed;
          (*) VFB: History not updated after deleting a .vrimg through file explorer;
          (*) VFB: HSL color correction in the VFB is incorrect for very dark colors;
          (*) VFB: Towards the end of the light cache calculations the progress bar starts going back;
          (*) VFB: Levels histogram is not updated when loading a file from history;
          (*) VFB: Save render settings with any .vrimg file saved by V-Ray (not only in the VFB history);
          (*) V-Ray Toolbar: Creating V-Ray Physical Camera produces an error on 3ds Max 2013;
          (*) .vrscene exporter: MAXScript that exports .vrscene and then loads a render preset freezes 3ds Max;
          (*) .vrscene exporter: Current frame number is not written to .vrscene when exporting a single frame;
          (*) .vrscene exporter: Wrong export of Composite map with layers in “normal” mode;
          (*) V-Ray Bitmap to VRayHDRI converter: Wrong conversion of .exr textures with overridden gamma;
          (*) ply2vrmesh.exe: The -velocityAttrName parameter of ply2vrmesh does not work for Alembic files;
          (*) vdenoise.exe: The "skip existing images" config option still leaves a lot of per-frame processing with raw VFB output;
          (*) vdenoise.exe: The vdenoise tool displays a warning when -frames is used with wildcard that specifies single file;
          If it was that easy, it would have already been done

          Peter Matanov
          Chaos

          Comment


          • #6
            What a release!!! Bravo and THANK YOU!!
            Martin
            http://www.pixelbox.cz

            Comment


            • #7
              WOW! what a great list ! Thanks
              the debug shading is my favorite
              the toon shader is interesting too
              -------------------------------------------------------------
              Simply, I love to put pixels together! Sounds easy right : ))
              Sketchbook-1 /Sketchbook-2 / Behance / Facebook

              Comment


              • #8
                Any information about Hash Map Lightcache ?
                Available for remote work.
                My LinkedIn: https://www.linkedin.com/in/olegbudeanu/

                Comment


                • #9
                  I talk about it in my Total Chaos talk here:
                  https://youtu.be/BwCcb06S328

                  Let me know if you have questions about it.

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #10
                    What a beautifully long list. Thanks Chaosgroup!

                    Comment


                    • #11
                      Absolutely in love with the Debug Shading !!!

                      Thank you !
                      Gil Guminski
                      cynaptek.com

                      Comment


                      • #12
                        Originally posted by spyzor View Post
                        Absolutely in love with the Debug Shading !!!

                        Thank you !
                        Wow...I had to look that one up. Just watched the video they made of that. That is amazing...

                        https://www.youtube.com/watch?v=SUN9mp7C7wY

                        Comment


                        • #13
                          Great, thanks guys!

                          Quick question though, would a scene created with this version (CPU ADV), cause any issues when opened with 3.6? In paticular, I'm thinking about the new LC mode, if I use that with this version, would it default back to the "old correct" one when opening the scene with 3.6?
                          Kind Regards,
                          Morne

                          Comment


                          • #14
                            Many thanks for great job !

                            Comment


                            • #15
                              Please, could you release smaller updates? The changelog is too long to read completely!

                              Thank you guys! Great new features.
                              I'll go to install immediately

                              Comment

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