Hi,
We uploaded a new build on the website; you can get it at
http://www.chaosgroup.com/en/2/downl...l?s=v-ray-modo
Here is the change log from the build :
Build 3.00.03 (05.11.2014)
=================================================
New features:
===========
(*) Nodal Shading: Initial support. Only MODO's standard material, V-Ray materials and V-Ray textures can be used in the nodal networks.
When a V-Ray material or texture is added to the Schematic, all texturable channels are automatically added to the Schematic as well.
All other channels cannot be textured;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Blend;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Correct;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Gamma;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color HSV;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Invert;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Kelvin;
(*) Nodal Shading: Support for Channel Modifier -> Conditional -> All types;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Basic Math: Add, Average, Divide, Maximum, Minimum, Modulo, Multiply, Subtract;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Math: Absolute, Ceiling, Constant, Exp, Floor, Log, Log10, Power, Square Root;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Trigonometry: Cos, Sin, Tan;
(*) Nodal Shading: Support for Shader Inputs -> Ray Type -> Camera Ray, Shadow Ray, Reflection Ray, Refraction Ray, Indirect Ray, Caustic Ray, Number of Bounces;
(*) V-Ray Textures: Added a V-Ray Color Correct texture. Use the Schematic to connect the input texture to the "V-Ray Color Correct" "Texture map" input;
Modified features:
===========
(*) Camera: V-Ray for MODO now recognizes the "orthohraphic" and "spherical" camera projection types;
(*) Camera: The V-Ray camera tab now has options to override the MODO projection type and FOV;
(*) Nodal Shading: Added support for Schematic connections to the "inVal" input of the "gradient" texture;
(*) Replicator: The prototype of a Replicator can now be another Replicator (i.e. Replicators can be nested in one another);
(*) V-Ray Materials : The Fast SSS2 and Skin materials now have the option to turn off "Multiple scattering" (set it to "None");
(*) V-Ray Materials : The glossiness parameter of the V-Ray Material now works differently when the BRDF type is GGX; The results are more similar to the other BRDF types;
(*) V-Ray Materials : The V-Ray Material has a new option : GGX tail falloff. It controls how much to increase/decrease the tail of the glossy highlight when using the GGX reflection model;
(*) V-Ray Proxy : Alembic SubD objects are now sub-divided by V-Ray when rendering. The UI for the V-Ray Proxy item has new parameters under "Alembic Subdivision Parameters";
(*) V-Ray Render Settings : Added an option to enable/disable Sub-surface scattering for all materials in the scene. Located in Render item -> V-Ray Main -> Global options - advanced -> SSS enabled;
(*) V-Ray Render Settings : Added options for probabilistic lights. Located in Render item -> V-Ray Main -> Global options - advanced -> "Enable probabilistic lights" and "Number of probabilistic lights";
Bug fixes:
===========
(*) Replicator: V-Ray will now work correctly when multiple prototype items are connected to a Replicator using the Schematic;
Greetings,
Vladimir Nedev
We uploaded a new build on the website; you can get it at
http://www.chaosgroup.com/en/2/downl...l?s=v-ray-modo
Here is the change log from the build :
Build 3.00.03 (05.11.2014)
=================================================
New features:
===========
(*) Nodal Shading: Initial support. Only MODO's standard material, V-Ray materials and V-Ray textures can be used in the nodal networks.
When a V-Ray material or texture is added to the Schematic, all texturable channels are automatically added to the Schematic as well.
All other channels cannot be textured;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Blend;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Correct;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Gamma;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color HSV;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Invert;
(*) Nodal Shading: Support for Channel Modifier -> Color -> Color Kelvin;
(*) Nodal Shading: Support for Channel Modifier -> Conditional -> All types;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Basic Math: Add, Average, Divide, Maximum, Minimum, Modulo, Multiply, Subtract;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Math: Absolute, Ceiling, Constant, Exp, Floor, Log, Log10, Power, Square Root;
(*) Nodal Shading: Support for Channel Modifier -> Math -> Trigonometry: Cos, Sin, Tan;
(*) Nodal Shading: Support for Shader Inputs -> Ray Type -> Camera Ray, Shadow Ray, Reflection Ray, Refraction Ray, Indirect Ray, Caustic Ray, Number of Bounces;
(*) V-Ray Textures: Added a V-Ray Color Correct texture. Use the Schematic to connect the input texture to the "V-Ray Color Correct" "Texture map" input;
Modified features:
===========
(*) Camera: V-Ray for MODO now recognizes the "orthohraphic" and "spherical" camera projection types;
(*) Camera: The V-Ray camera tab now has options to override the MODO projection type and FOV;
(*) Nodal Shading: Added support for Schematic connections to the "inVal" input of the "gradient" texture;
(*) Replicator: The prototype of a Replicator can now be another Replicator (i.e. Replicators can be nested in one another);
(*) V-Ray Materials : The Fast SSS2 and Skin materials now have the option to turn off "Multiple scattering" (set it to "None");
(*) V-Ray Materials : The glossiness parameter of the V-Ray Material now works differently when the BRDF type is GGX; The results are more similar to the other BRDF types;
(*) V-Ray Materials : The V-Ray Material has a new option : GGX tail falloff. It controls how much to increase/decrease the tail of the glossy highlight when using the GGX reflection model;
(*) V-Ray Proxy : Alembic SubD objects are now sub-divided by V-Ray when rendering. The UI for the V-Ray Proxy item has new parameters under "Alembic Subdivision Parameters";
(*) V-Ray Render Settings : Added an option to enable/disable Sub-surface scattering for all materials in the scene. Located in Render item -> V-Ray Main -> Global options - advanced -> SSS enabled;
(*) V-Ray Render Settings : Added options for probabilistic lights. Located in Render item -> V-Ray Main -> Global options - advanced -> "Enable probabilistic lights" and "Number of probabilistic lights";
Bug fixes:
===========
(*) Replicator: V-Ray will now work correctly when multiple prototype items are connected to a Replicator using the Schematic;
Greetings,
Vladimir Nedev
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