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  • #16
    (*) Support for environment sampling in VRayDirt;
    Awesome! You can now get a pretty decent fake GI with just an ambient light and a vray sun/sky.
    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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    • #17
      Originally posted by instinct View Post
      V-Ray/Max - 1.5 SP5 official (24 April 2010)
      ====================

      New features:
      (*) Added VRaySamplerInfoTex texture and VRaySamplerInfo render element;

      Vlado,

      how do the normal and point pass work in relation to Nuke ? Do we need to rearrange rgb colors to get the correct information in xyz space?

      Thanks

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      • #18
        Originally posted by muoto View Post
        Vlado,

        how do the normal and point pass work in relation to Nuke ? Do we need to rearrange rgb colors to get the correct information in xyz space?

        Thanks
        Nope, you don't need to change anything - it works right away.

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

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        • #19
          Originally posted by dlparisi View Post
          Awesome! You can now get a pretty decent fake GI with just an ambient light and a vray sun/sky.
          But not as great as if it could render color bleeding, as I think mental ray's AO for Arch & Design can. It's still a great addition though =)

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          • #20
            It is not the job of a texture to calculate color bleeding; instead, for future V-Ray versions, we have the possibility to limit the length of the GI rays, which gives you essentially the same effect.

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

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            • #21
              any way to make a shortcut to the "show last VFB" button in the render options ???

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              • #22
                Originally posted by muoto View Post
                any way to make a shortcut to the "show last VFB" button in the render options ???
                If you check in your "customize user interface" in the vray section, you have a macroscript for that.

                __________________________________________
                www.strob.net

                Explosion & smoke I did with PhoenixFD
                Little Antman
                See Iron Baby and other of my models on Turbosquid!
                Some RnD involving PhoenixFD

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                • #23
                  thanks, was looking for that one...

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                  • #24
                    Originally posted by vlado View Post
                    It is not the job of a texture to calculate color bleeding; instead, for future V-Ray versions, we have the possibility to limit the length of the GI rays, which gives you essentially the same effect.

                    Best regards,
                    Vlado
                    The main reason why I like AO / VrayDirt as an alternative to real GI is to eliminate GI flicker. Would this enable me to use brute force for GI as a substitute for AO and save som render times? Or would brute force still be slower than AO?

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                    • #25
                      Originally posted by dlparisi View Post
                      Awesome! You can now get a pretty decent fake GI with just an ambient light and a vray sun/sky.
                      Had a look at this but can't work out how to do it?????

                      Could you eplain a little if possible please

                      Cheers

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