Build 1.46.12 - 10 February 2005:
Modified features:
* The light map has been renamed to "light cache" to avoid confusion with traditional "light map" textures used in game engines etc.
* Reduced memory usage with static non-motion blurred geometry; some speed improvements as well.
* Reduced memory usage for dynamic instanced geometry as well as for VRayProxy objects.
* Reduced memory usage for static motion-blurred geometry; more robust raycasting for motion-blurred geometry; faster motion blur; faster multi-segmented motion blur.
* The Dome light will not produce highlights.
Extended features:
* An option Use light cache for glossy rays has been added to the light cache parameters. This can speed up greatly rendering of scenes with lots of glossy reflections (at the expense of some accuracy).
* Added a parameter Number of passes for the light cache; this allows to achieve the same light cache on single- and multi-processor machines while keeping the advantage of multithreading.
* The Trace diffuse & glossy together parameter in the VRayMtl has been renamed to Treat glossy rays as GI rays and has some extended values.
* A new option Time independent had been added to the QMC Sampler parameters to allow changing the QMC pattern from frame to frame in an animation.
* A Max density parameter was added to the Caustics parameters with the same meaning as that for the photon map.
Bug fixes:
* Flipped proxies rendered as black.
* VRayMtl with fog and glossy refraction was incorrect.
* VRayMtl didn't update in the Material Editor if maps are dragged to the small map buttons.
* DOF/Moblur + irradiance map + high Global subdivs multiplier could lead to splotches.
* DOF/Moblur and the irradiance map pass take the full amount of samples when the Global subdivs multiplier is more than 1.0.
* VRayLightMtl did not generate a self-illumination channel for the VFB.
* Mouse tracking in the VRay VFB and changing region sequence was buggy.
* Crashes when the x/y regions count for the image are explicitly specified and region sequence is set to Triangulation.
* "Ink'N'Paint" material did not render correctly; "Adv. raytraced" and "Area shadows" shadow types did not render correctly.
* RPC moving content did not update in animation.
* Spherical VRayLight could cause splotches.
* VRayBmpFilter did not update the button name when a texmap is dragged onto it.
* The light cache could cause flickering in animations with dual machines - a new parameter Number of passes added to the light cache.
* Bump maps with glossy reflections for rays that fall below the surface could slow down rendering a lot.
* Crashes when attempting to write to a GBuffer which does not have any channels.
* The VRay messages window was displayed in server mode.
* Writing to a raw .vrimg file in animation could lead to crashes.
* The VRay VFB didn't overwrite files.
* VRayToon did not work properly with transparent objects and VRayLights.
* Falloff map as an environment override in a VRayMtl could produce indeterminate results.
* Distributed rendering from MaxScript did not render the correct view or crashed.
* Caustics with Max photons set to 0 and Indirect illumination off could crash while calculating the caustics photon map.
Modified features:
* The light map has been renamed to "light cache" to avoid confusion with traditional "light map" textures used in game engines etc.
* Reduced memory usage with static non-motion blurred geometry; some speed improvements as well.
* Reduced memory usage for dynamic instanced geometry as well as for VRayProxy objects.
* Reduced memory usage for static motion-blurred geometry; more robust raycasting for motion-blurred geometry; faster motion blur; faster multi-segmented motion blur.
* The Dome light will not produce highlights.
Extended features:
* An option Use light cache for glossy rays has been added to the light cache parameters. This can speed up greatly rendering of scenes with lots of glossy reflections (at the expense of some accuracy).
* Added a parameter Number of passes for the light cache; this allows to achieve the same light cache on single- and multi-processor machines while keeping the advantage of multithreading.
* The Trace diffuse & glossy together parameter in the VRayMtl has been renamed to Treat glossy rays as GI rays and has some extended values.
* A new option Time independent had been added to the QMC Sampler parameters to allow changing the QMC pattern from frame to frame in an animation.
* A Max density parameter was added to the Caustics parameters with the same meaning as that for the photon map.
Bug fixes:
* Flipped proxies rendered as black.
* VRayMtl with fog and glossy refraction was incorrect.
* VRayMtl didn't update in the Material Editor if maps are dragged to the small map buttons.
* DOF/Moblur + irradiance map + high Global subdivs multiplier could lead to splotches.
* DOF/Moblur and the irradiance map pass take the full amount of samples when the Global subdivs multiplier is more than 1.0.
* VRayLightMtl did not generate a self-illumination channel for the VFB.
* Mouse tracking in the VRay VFB and changing region sequence was buggy.
* Crashes when the x/y regions count for the image are explicitly specified and region sequence is set to Triangulation.
* "Ink'N'Paint" material did not render correctly; "Adv. raytraced" and "Area shadows" shadow types did not render correctly.
* RPC moving content did not update in animation.
* Spherical VRayLight could cause splotches.
* VRayBmpFilter did not update the button name when a texmap is dragged onto it.
* The light cache could cause flickering in animations with dual machines - a new parameter Number of passes added to the light cache.
* Bump maps with glossy reflections for rays that fall below the surface could slow down rendering a lot.
* Crashes when attempting to write to a GBuffer which does not have any channels.
* The VRay messages window was displayed in server mode.
* Writing to a raw .vrimg file in animation could lead to crashes.
* The VRay VFB didn't overwrite files.
* VRayToon did not work properly with transparent objects and VRayLights.
* Falloff map as an environment override in a VRayMtl could produce indeterminate results.
* Distributed rendering from MaxScript did not render the correct view or crashed.
* Caustics with Max photons set to 0 and Indirect illumination off could crash while calculating the caustics photon map.
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