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We have uploaded new builds of V-Ray 3.30.05 on the website. This is a small update of the V-Ray 3 for 3ds Max service pack 3. These contain only bugfixes, the changelog follows:
Bug fixes:
(*) V-Ray: Fixed artifacts in alpha channel with specific scene when deep merge mode is by z-depth;
(*) V-Ray: Fixed DR servers not proceeding to next frame during animation rendering;
(*) V-Ray: Fixed rarely DR servers not taking part in light cache calculation due to desynchronisation with the render client;
(*) V-Ray: Fixed random pixels in render elements with layered materials;
(*) V-Ray: Fixed random hanging with very low texture cache memory limit and tiled textures;
(*) V-Ray RT: Matte objects were receiving shadows from themselves;
(*) V-Ray RT: Switching the input language during ActiveShade session was changing 3ds Max’s decimal symbol to point;
(*) V-Ray RT CPU: Turning on “Enable color map” in Output was clamping textures in Environment and Dome VRayLight texmap slots;
(*) V-Ray RT GPU: Fixed crash due to very long node user properties string;
(*) V-Ray RT GPU: Fixed VRayMultiSubTex “Face material ID” and “Random by Node Handle” modes rendering;
(*) VFB: Dragging a button from the VFB toolbar was causing focus freeze;
(*) VFB: Mouse cursor was sticking to the the sliders in the lens effects settings;
(*) VRayClipper: The mesh was inaccessible through MaxScript;
(*) VRayExtraTex: Fixed automatic name change when loading a scene saved with older version of V-Ray;
(*) VRayHDRI: Fixed “Use Real-World Scale” option affecting the material editor preview when not using the standard 3ds Max mapping;
(*) VRayInstancer: Fixed crash with ThinkingParticles;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash with CUDA error 700 on shader parameters change during ActiveShade;
(*) VRaySamplerInfo: Integer scalar mode was producing wrong results;
(*) VRayScannedMtl: Avoid calculating shadow rays that are not needed;
(*) VRayStereoscopic: Writing deep output was crashing;
(*) VRayVolumeGrid: Fixed Houdini imported grid transformation;
(*) vrimg2exr: Broken output when converting to 16-bit EXR with “Data window” option enabled;
Is the bump mapping -> faceted faces bug fixed?? I can't see it in the list.
Hmmm weird, I tested it last week and dodn't seem to work as expected
But I found this one, which I didn't take the time to test yet:
try(destroydialog ::vrnRoll) catch()
rollout vrnRoll "NormalMap Convertor" width:168 height:30
(
button btn "NormalMap to VrayNormalMap"
fn getMaterial arr = for i in arr where isKindOf i VRayMtl collect i
on btn pressed do
(
for g in geometry where g.mat != undefined and (ins = getClassInstances Normal_Bump target:g.mat).count != 0 do
(
for m in ins where (isKindOf m.Normal_map Bitmaptex) do
(
NMap = VRayNormalMap namem.name) normal_mapm.Normal_map)
if (arr = getMaterial (refs.dependents m.Normal_map)).count > 0 do (for n in arr do n.texmap_bump = NMap)
)
)
)
)
createDialog vrnRoll style:#(#style_titlebar, #style_sysmenu, #style_toolwindow)
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