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V-Ray/Max - 1.5 SP5 official (24 April 2010)
====================
New features:
(*) Added VRaySamplerInfoTex texture and VRaySamplerInfo render element;
(*) Added VRayObjectSelect render element which allows to extract objects with specific IDs into a separate element;
Modified features:
(*) Added an option to the VRayPhysicalCamera to perform image distortion based on a texture map;
(*) Allow ther user to specify texture bounds for 3d displacement;
(*) Added displacement slot to VRayFastSSS2 material;
(*) Added "prepass id" parameter to VRayFastSSS2 material so that multiple materials can share the same illumination map;
(*) Added displacement slot to VRayLightMtl material;
(*) The color parameter of VRayIES lights is now animatable;
(*) The min/max z-depth values for the VRayZDepth render element are now animatable;
(*) Support for reflection occlusion in VRayDirt;
(*) Support for environment sampling in VRayDirt;
(*) Support for Particle Flow vertex color mapping and particle visibility;
(*) Support for the "Use transparent shadows" option with Arch&Design materials;
(*) The clipping planes for the VRayPhysicalCamera are now displayed in the viewport;
(*) Added an option "show cone" to the VRayPhysicalCamera to control the display of the camera in the viewports;
(*) Ability to save and load color correction curves for the VFB in Adobe(r) PhotoShop(r) .acv format;
(*) Support for pixel aspect ratio display in the V-Ray VFB;
(*) Support for anaglyph stereo preview in the V-Ray VFB;
(*) Support for LUT color correction in the V-Ray VFB from .cube files;
(*) Ability to display the value of the corrected colors in the V-Ray VFB pixel info dialog;
(*) The "Dynamic memory limit" parameter can be set to zero to remove any limit;
Bug fixes:
(*) Motion blur for Hair&Fur in "mr prim" mode does not match the "buffer" mode;
(*) Occasional random crashes in 3ds Max 2010 due to progress bar updates;
(*) Fixed invalid smoothed normals causing issues with displacement;
(*) Fixed AA artifacts with thin bright lines when using Adaptive DMC image sampler;
(*) Stuck buckets with perfectly transparent surfaces and GI;
(*) Incorrect vignetting for VRayPhysicalCamera when using horizontal/vertical offset;
(*) setVRaySilentMode() should disable the dialog for overwriting raw .vrimg files;
(*) Missing reflections in VRayFastSSS2 when it is a coat material inside a VRayBlendMtl;
(*) Incorrect bump mapping for GI when using time-interpolated irradiance maps;
(*) Fixed artifacts with VRayFastSSS2 when one of the scatter color components is zero;
(*) Fixed incorrect normal map with VRayNormalMap on VRayProxy objects;
(*) Fixed crash with animated irradiance maps and objects with zero scale;
(*) The color of VRayIES lights was not animatable;
(*) VRayIES lights did not produce photon-mapped caustics;
(*) Fixed invalid normals with VRayEdgesTex in the bump slot;
nice! i have a question regarding the modified feature:
(*) Added an option to the VRayPhysicalCamera to perform image distortion based on a texture map;
Does this mean you can render an unfolded elevation of curved building facades and retain the correct dimensions of the model? As opposed to rendering an ortho view with incorrect dimensions.
Now all we need is a vector render option to load back into CAD.
Although I must say I am extremly dissapointed that the 'GI subdivisions per object/material has not been implimented yet.
THIS is a really big issue to have absoulutly NO per-object/material control for GI and is one of those things that seems to oppose Vray's philosophy of having the ability to optimize.
Imagine if you didn't have individual [Per-material] control for Glossy reflections!! If you only had a global Glossy Subdivission control it would slow things so much.
I understand that there is a HUGE list of features to add & not all can be added straight away but this is a BIG one Vlado. Maybe it's too big a change for a service pack??
*You did reply to my previous post about this that it would be implimented in the future.....any idea when.??? Next MAJOR release Vray 2.0???
I could seriously half my render times [and EVERYONE else] if this was implimented....Wouldn't that make a huge difference!
Thanks for the service pack though......that was just my little rant!
Cheers
Last edited by 3DMK; 06-05-2010, 01:35 PM.
Reason: Re-worded
my guess is its like using a texture to distort the image
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
Normally each photographic lens distorts the image a little bit - it never produces a perfect perspective; when combining computer-generated effects with live footage, this needs to be taken in consideration so that things line up. One way to do it is to take the rendered images and apply the same distortion to them as the photographic lens in a post-processing application like Nuke. While this works, it means that you have to render a slightly larger image, and this will take more render time.
Another way to do it is to distort the image while it is being rendered - which is what we have added to the VRayPhysicalCamera. The distortion of the lens can be determined by taking a picture of a grid-like pattern and comparing it to the "perfect" result. From this, a distortion map can be calculated, and used for the rendering. V-Ray can use directly the distortion maps produced by Nuke.
oh i get it now. much like Lightwaves list of camera manufactures in the advanced camera properties. I was hoping this distortion could unwrap or unroll the render to help with elevations or sections in arch renders.
3DMK, to get a better understanding why you are so happy could you please explain some more.
Will that feature let you specify how much "attention" the GI should be given to a certain material. So that you determine which materials in your scene is more important, give then more GI time and to those objects far away from the camera turn down the time the GI spend on those materials? Will this only be beneficial for stills or will it also benefit animations where the camera is moving around?
Normally each photographic lens distorts the image a little bit - it never produces a perfect perspective; when combining computer-generated effects with live footage, this needs to be taken in consideration so that things line up. One way to do it is to take the rendered images and apply the same distortion to them as the photographic lens in a post-processing application like Nuke. While this works, it means that you have to render a slightly larger image, and this will take more render time.
Another way to do it is to distort the image while it is being rendered - which is what we have added to the VRayPhysicalCamera. The distortion of the lens can be determined by taking a picture of a grid-like pattern and comparing it to the "perfect" result. From this, a distortion map can be calculated, and used for the rendering. V-Ray can use directly the distortion maps produced by Nuke.
Best regards,
Vlado
This sounds really interesting. We do a lot of verified image production where we match a rendered image of a building to a photograph. Could we use this technique to 'distort' the rendered image to match the distortions of the camera lens we have used? Prime lenses around 50mm that are used most often do not distort very much, but wider lenses can create complex distortions in the photographic image. If we could take a picture of a grid and compare this to a perfect grid, vrayphysicalcamera could effectively match these distortions, correct?
So do we just shoot a perfect grid with our camera and plug that image straight into the vrayphysicalcamera?
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