1.5 preview: DR max6!

It works! DR in max 6:

ha ! how come ?

jan

Yes, please -- how come? I was just checking the board again before I emailed Vladdo to ask if there was a beta build with functioning DR available… we’re coming up on a lull and desperately need to upgrade our machines to Max6. Thanks!

Shaun

New version. Got the build for testing this evening.

BTW, it’s been a while since I saw you on IRC Jan.

argggg…give me give me..
uhm would it be to much to ask for a screen with irridiance map calcs or theslikes…just so we can se if that baby reeeally works.

thanks for the update

Irradiance map pass (distributed):

Rendering pass:

BTW: This is rendered in Single frame mode, not bucket mode. Excuse the 2 minute test scene :wink:

GREAT NEWS

Just don’t find any bugs :smile: so we can have 1.5

YES! Awesome, so I won’t be pestering Mr. Vladdo. Thanks for posting!

Shaun

Fantastic news! Thanks for the update EGZ.

Are there any other improvements you can update us on?

Chris Jackson
cj@arcad.co.nz
www.arcad.co.nz

There are some other things, but I need to clear it with the Chaos guys first before I say anything. I’ll see what I can do :wink:

Thanks!

Chris Jackson

Peter said go ahead so here is a short list:

  • DR works! And from my initial tests it works really really well. Setup is much simpler than the old kind. There is no need to configure it on the slaves, and it does not require a local VRaySpawner running like the old type did. The workstation is automatically included in the rendering. Distributed irradiance map pass.
  • Rendertime subdivision surfaces - In the image above the blobby shapes aren’t MeshSmoothed, they are low poly objects with the VRay subdivision applied. This is view dependent so you will never see polygons along the silhouette.
  • There is a new VRayLight type: dome
  • Dynamic memory handling has been optimized to share memory between rendering threads, this will speed up rendering on multiple processor/HT systems
  • There’s a new irradiance map lookup type called Density-based. It is the new default, and it is supposed to be the best of the four types
  • Many small bug fixes, like the VRayLightMat now displays maps correctly in the viewport.

Probably more things too, but this is what I’ve seen so far.

thanks egz! thats sounding great! I want it now!!

Have you played with the dome light?

Chris Jackson
cj@arcad.co.nz

very nice!!!

thanks for the great news, egz :smile: :smile:

paul.

  • Rendertime subdivision surfaces - In the image above the blobby shapes aren’t MeshSmoothed, they are low poly objects with the VRay subdivision applied. This is view dependent so you will never see polygons along the silhouette.[/quote]

    OMG :!: G g g g g g g g Great Googely Moogely :shock:

    Rock on
    Vlado
    ROCK ON…

    --Jon

Great news! I knew the wait would be worth it!!!

Tony

whats the dome light?
and what will the Rendertime subdivision surfaces u dont need hight poly on viewports?

schweeeet! :smile: :slight_smile: :smile: :slight_smile: :smile: :slight_smile: :slight_smile: :shock: :shock:

damn! came a bit late for me, i needed for a deadline in two days and still over 60 hours to go!
damn!!

:? :smile: