WTF vray 3.3 patchnotes.

() V-Ray: General speed improvements;
(
) V-Ray: New adaptive sampling algorithm for better detection and clean-up of noise in the image;
() V-Ray: Added option for automatic subdivs calculations for materials and lights;
(
) V-Ray: Better GI distribution (more robust handling of reflective GI caustics) for interior scenes;
(*) V-Ray: Experimental support for machines with more than 64 logical cores (enabled through VRAY_USE_THREAD_AFFINITY=1 environment variable);
() V-Ray: Better sub-pixel filtering for the progressive sampler;
(
) V-Ray: Dynamic noise threshold for the progressive sampler for more even noise distribuion;
() V-Ray: Internal spectral color space switched from CIE RGB to sRGB;
**(
) VRaySun/VRaySky: New sky model (Hosek et al);**
(*) VRaySun/VRaySky: Added ground color parameter;
() VRayStochasticFlakesMtl: New stochastic flakes material for car-paint like materials;
(
) VRayClipper: Ability to clip against arbitrary meshes;
(*) VRayEdgesTex: Implemented raytraced rounded corners when used as bump map;
() VRayVolumeGrid: Added options for probabilistic volume sampling in the VRayVolumeGrid atmospheric effect;
(
) VFB: Ability to compare the V-Ray settings recorded with the VFB history images;
() VFB: Ability to export the color corrections settings as single LUT (.cube) file;
(
) VFB: Ability to load color corrections from VFB history;
() V-Ray and VRayMtl: Updated default settings;
(
) VRayGLSLMtl/VRayGLSLTex: GLSL shaders are now compiled to binary code through LLVM for increased render speed;
() V-Ray RT: In-process RT engine (no separate command-line opens up);
(
) V-Ray RT GPU: Support for lights include/exclude;
() V-Ray RT GPU: Better support for AMD hardware;
(
) V-Ray RT GPU: Initial support for GLSL texture shaders;
() V-Ray RT GPU: Support for hair and particles from VRayProxy objects;
(
) V-Ray RT GPU: Added support for VRayFur;
() V-Ray RT GPU: Added support for VRayPlane;
(
) V-Ray RT GPU: Support for texture-mapped “radius” parameter in VRayDirt;
() VRayFur: Implemented options for hair curling;
(
) VRayProxy: Specify the proxy preview faces as percentage of the original faces, min and max values;
() VRayAerialPerspective: New aerial perspective atmospheric effect;
(
) V-Ray: Added “Generate render elements” option to the V-Ray object properties;
() V-Ray: Added vrayGetStampVariable() MaxScript function to return the value of any VFB stamp variable;
**(
) VRayNormalMap: Added an “Additional bump map” slot;**

Can’t see anything WTF in it.

Quite impressive list i may say.

Wondering about colour space switching - do they went from narrower space to wider or the opposite way?

The wtf stand for a list of same things added in latest Corona build.

Or may be i am just paranoic.

I mean couple of days ago corona-renderer released 1.3 with a lot of improvements and today we se a beta vray build with a number of changes same as in corona 1.3.

It sure looks like Corona is solid inspiration :smiley:

Grow up man.

(*) V-Ray: Experimental support for machines with more than 64 logical cores (enabled through VRAY_USE_THREAD_AFFINITY=1 environment variable);
I thought they already support that? Anyway, every renderer will have to support this sooner or later, right?

(*) VRaySun/VRaySky: New sky model (Hosek et al);
The paper with Hosek Wilkie sky model was disclosed in 2013 AFAIK and soon Corona implemented that, so one may say that Vray politely waited for two years before adopting :]

(*) VRaySun/VRaySky: Added ground color parameter;
Such a trivial feature, wonder why they haven’t it to this time?

(*) VRayEdgesTex: Implemented raytraced rounded corners when used as bump map;
Not sure if Corona has anything like that?

(*) VRayNormalMap: Added an “Additional bump map” slot;
Yeah, this one looks like “stolen”, can we “stole” their stohastic carpaint flakes in return? ;]

As a side note.
I would like to say, I have always liked the way that an open discussion can be had on the Corona forum about other rendering engines.
In the past this was not done , and it’s a great base for a very professional attitude.

Fare Play to you, hats off…and I hate that word kudos…

Grow up man.

I am not like paniking ant stuf, i am just curious about it. And i am not trying to acuse someone in stealing something.

can we “stole” their stohastic carpaint flakes in return? ;

Would have been great XD

BTW there is flakes osl shader on chaosgroup docs avilable freely for download. Should Corona support osl, we could already have that

Lets just hope that the discussion will be also fanboy-free ;). It is pretty natural that people request the same features from all renderers, so sometimes Corona implements something already present in V-Ray, sometimes it is the other way around.

Corona implemented the paper even before it was released :smiley:

It is part of the Hosek&Wilkie paper. The ground color itself is trivial, but the color tint the ground is casting on the sky is not.

Yes, this is how our rounded corners also work

Yeah ok sorry. It’s just that this is part of business competition and pretty much in the center of it.

Well is nice to see such improvements. Is a great render engine also actively developed with great feedback and care for community. Vlado an his team… outstanding work developing Vray.

MODO has had the bump stuff forever so if we go by the “stole” theory… then corona … well you know :wink:

V-Ray: Better GI distribution (more robust handling of reflective GI caustics) for interior scenes;

They mentioned this in Venice. I wonder how sucessful it is ? If it is, than that would be revolutionary.