VRay 2.1 SP2 - feature/bugfix list?

Hi Chaos team,

curious whether you could please post a feature / bugfix list on the forum so we have something to read while we wait for the SP2 :slight_smile:

Thanks! :slight_smile:

Best

+1

I’m a little excited to see what’s in store, even the mundane things such as bug fixes.

When is the big day ? :slight_smile:

yeah i ran to my comp this morning like little kid to a christmas tree only to find out that the boxes are empty :)))))

Hehe, it will get there. The builds are already on the server, we are just waiting for the marketing guys so that we can make them visible.

Best regards,
Vlado

*pretends to be one of the marketing guys* Vlado you can go ahead and make them visible. You have our full approval.

looks like the marketing guys have a day off :)))))
cmon stop the torture!

I think we can download SP2 from 16th of December, 2011. :slight_smile:
And there is a new video for New Hair Material!!!
http://www.chaosgroup.com/en/2/vray\_features.html

I really would like to see a video on the new GLSL (MetaSL compatible) material (recommended workflow).

Ok, will work on that.

Best regards,
Vlado

Hi Vlado, is in this new sp also proper alfa channel for fumefx passes? Thank a lot.

No, but if you are interested to test this, please email me to vlado@chaosgroup.com

Best regards,
Vlado

…I’m really disappointed.
I bought the 2.0 upgrade in belief that there would be some major features coming. What we got was (more or less):
- Vray RT (i absolutely don’t need this, if I did I would have bought it when it was standalone)
- Vray Environment fog (still broken thus unusable, see my thread about it) (edit: higher subdivs will solve this problem)
- Dispersion (i could use that once or twice a year in production)
- Vray Light Select render element (good start but still a joke compared with finalRenders Render Element features)
- some little more or less useful things I wouldn’t miss when i were still working with 1.5

SP1 and now SP2 did not really bring any of those long-time wishes I and others had, like:
1) Include Exclude features! For reflections, refractions AND render Elements.
2) Extending 1): possibility to render Elements un-clipped. So i could render a ground plane as an extra Element without having my Scene on top of it masking it out.
3) Force Sampler to consider ALL render Elements (not just ExtraTex)
4) Self illumination in Vray Advanced material (this one is so old I nearly forgot mentioning)
5) Specular intensity unlocked from reflection intensity (not really important but would be nice after all)

Don’t get me wrong, I don’t want to say that there’s nothing in Vray 2.x I wouldn’t use or be happy to have it, but all in all I could do my daily work with 1.5 - I don’t “need” 2.x . I missing new great features speeding up my daily work (such as include exclude features, which finalRender has for years now btw). In the future, I will think twice before buying another Upgrade for Vray…

It is true that V-Ray 1.5 is already a good renderer and covers a large part of the rendering needs for the average user. I completely understand that not everyone will have a use for the features that we have in V-Ray 2.x and that there will always be a renderer X has features that we don’t as of yet have or a feature Y that we didn’t yet code or a feature Z that people requested a long time ago. We do try to please everyone, but of course, it never works out.

Best regards,
Vlado

The environment fog is fine; your issue is solved trivially by increasing the fog subdivs to e.g. 32. I thought I had replied to that, my fault.

Best regards,
Vlado

Yes, this helps of course. But for me it’s still strange that different buckets can produce different luminance in the fog (with low subdivisions).

I wonder about the Environment Variable we created for rendering with the old DMC Sampler of Vray 1.5 to be able to get noise-free and RAM-free renders.
Should we still keep that or is the DMC Sampler in the update working fine?

Comparisons between 2.20 and 1.5 SP6 produced the same noise levels in all of the tests I did, but it might still be useful to make a few tests of your own.

Best regards,
Vlado

I agree that it’s somewhat unexpected, but it has its explanation. The problem is in the adaptive sampling of the fog. When the samples are too low, the adaptive algorithm may terminate too soon with a sligly incorrect result for buckets where there isn’t a lot of detail. In buckets where there is some detail, more samples will be taken leading to a slightly different result.

Best regards,
Vlado

I don’t want to discuss about this too much in this thread (cause it’s not the right topic :wink: ) but I’m really interested in understanding how vray works. If I understand you correctly there is a kind of “sampling level” per bucket. I thought Vray (and other engines) would need to compare pixels from bucket borders with their neighboring pixels from the next bucket - to eliminate issues like that. Otherwise there would always be some difference between buckets.