(*) VRayVolumeGrid: Implemented ability to pop out and enlarge the render diagrams;
(*) VRayVolumeGrid: Implemented different interpolation types per point in the render diagrams;
(*) VRayVolumeGrid: Implement motion blur clipping by the Cutter geometry for non-Mesh modes;
(*) .vrscene exporter: Show progress bar instead of "not responding" during export to .vrscene;
(*) V-Ray scene converter: Convert rectangle/sphere/disc photometric lights without web profile to the corresponding V-Ray lights;
(*) V-Ray Installer: Attempt to uninstall previous installation without registry record;
(*) V-Ray Installer: Installation options can be set from the command-line;
(*) ply2vrmesh.exe: Store the textures names used by OBJ files into user attributes;
(*) vrayspawner.exe: Make it possible to run V-Ray from a remote location;
Modified features:
(*) V-Ray: Faster rendering with the light cache;
(*) V-Ray: Blend the "Fixed" and "Adaptive" sampler UI into a "Bucket" image sampler;
(*) V-Ray: Enable support for processor groups and more than 64 CPU cores by default;
(*) V-Ray: Rename "Color threshold" to "Noise threshold" in the Adaptive image sampler;
(*) V-Ray: Add texmap shortcut buttons next to colors for plugins with automatically generated UI
(*) V-Ray: Add UI mode views switching for the Image Sampler rollout;
(*) V-Ray: Make the DR settings window with persistent size;
(*) V-Ray: Remove the "Adaptive subdivision" sampler from the UI
(*) V-Ray: Slow rendering of objects visible behind multiple panes of glass;
(*) V-Ray: The log messages window text and background match the 3ds Max color scheme;
(*) VRayLight: Streamline the UI rollouts;
(*) VRayLight: When assigning a new VRayHDRI or a Bitmap texture through the UI, automatically browse for a file and set the mapping to spherical environment;
(*) V-Ray RT: Add information about the current noise threshold to the render statistics;
(*) V-Ray RT: Enable region changes without restarting the render in RT;
(*) V-Ray RT: Enabled by default the rendering of Proxies, X-ref, Particle systems, Displacement and Motion Blur;
(*) V-Ray RT: Make override material independent for production and ActiveShade renderers;
(*) V-Ray RT: Optimize export of scenes with many instanced geometries with many faces;
(*) V-Ray RT GPU: Add "bias" spinners support for VRayDirt;
(*) V-Ray RT GPU: Improvement automatic texture resizing, leading to reduced memory usage and better quality;
(*) V-Ray RT GPU: Optimized rendering of VRayBlendMaterial;
(*) V-Ray RT GPU: Speed up loading of resized textures to the GPU;
(*) V-Ray RT GPU: Warn the user if all the GPUs they have are used for rendering;
(*) VFB: Added a button to open the V-Ray messages window;
(*) VFB: Show warning when images cannot be saved in the history;
(*) VFB: The MaxScript command "vfbcontrol #clearimage" should not trigger confirmation dialog;
(*) VRayDisplacementMod: Automatically calculate the "precision" parameter for 2d displacement mode;
(*) VRayDisplacementMod: Enable the "static geometry" option by default;
(*) VRayExposureControl: Bring back for 3ds Max 2016 and newer;
(*) VRayFur: Faster hair strands generation;
(*) VRayHDRI: Implement drag and drop of texture files from Windows Explorer to the file edit field;
(*) VRayMtl: Improved GGX/GTR sampling to reduce fireflies;
(*) VRayMtl: The "Anisotropy" spinner has a lower step;
Ура! 3.5 официально вышла. Вот все обновки до 3.5.03. И видео с новыми фичами.
И еще одно видео, показывающее работу с новым IPR, который работает на CPU =) То есть это тот же Production рендер, только интерактивный =) И ребята, у которых например Xeon =)) хорошенько заметят разницу между RT и IPR.
По тестам - вирейка стала намного быстрее и стало очень удобно работать, как в том же Octane или Corona.
Интерактивный рендер - наше все! Ура!
И конечно же старенькое видео, показывающее как запустить новый Vray IPR. Тогда он еще был в разработке, но уже работал =))
Список изменений
Build 3.50.03 (official) (08 February 2017)
==============
New features:
(*) V-Ray GPU: Distortion support for physical camera;
Modified features:
(*) V-Ray IPR: Add MAXScript callback when IPR completes rendering;
(*) V-Ray IPR: Hiding and unhiding of nodes is not reflected in production IPR;
(*) V-Ray: Move the VRayDenoiser "progressive update frequency" in the System rollout;
(*) V-Ray IPR: Production IPR should fill the VFB and react to changes in the VFB size and changes to render resolution;
(*) V-Ray IPR: Production IPR should react to changes in the render region in the VFB;
(*) V-Ray RT: The IPR button in the VFB should work when V-Ray RT is the production renderer;
(*) V-Ray IPR: Track changes to node properties both V-Ray and user during IPR;
(*) V-Ray IPR: Track changes to the environment overrides in the render settings during IPR;
(*) V-Ray RT: ActiveShade should render with the current VFB resolution and should track changes to the VFB size;
(*) V-Ray RT: Export Forest Color information as color instead of 3 float numbers;
(*) V-Ray RT: The "real zoom" feature is broken since beta 2;
(*) V-Ray GPU: Add a warning when users have Adaptive Lights and Shadows RE enabled;
(*) V-Ray GPU: Support VRayUserColor to be used for mapping channels;
(*) V-Ray GPU: Support the noise parameters for Gradient Ramp texture;
(*) VFB: Add command for VFB display control (vfbControl #show);
(*) VFB: RGB button switches between RGB color and effectsResult channels;
(*) VFB: Show HSV values in the VFB pixel information window;
(*) VRayMDLMtl: Add displacement support to MDL;
(*) VRayMDLMtl: Display texture parameters in MDL materials as file buttons;
(*) VRayScene: Override material with 3ds max native materials;
(*) VRayVolumeGrid: Option to disable the "Optimizing Volumetrics" rendering pre-pass;
(*) V-Ray scene converter: Blend material to VRayBlendMtl conversion support for sub materials and textures;
(*) V-Ray scene converter: Convert Corona's native materials, textures and lights to V-Ray ones;
Bug fixes:
(*) V-Ray: Adaptive lights don't work with fly-through light cache;
(*) V-Ray: Bug with node user attributes on VRayProxy objects;
(*) V-Ray IPR: Changing properties of the VRayPhysicalCamera are not updated in IPR;
(*) V-Ray IPR: Crash after using the V-Ray light lister during production IPR;
(*) V-Ray IPR: Crash when accessing the Material Editor during an ActiveShade session with "Clear cache on render end" is enabled;
(*) V-Ray IPR: Crash when adjusting curves in VRayHDRI during IPR;
(*) V-Ray IPR: Crash when cloning a specific object during IPR;
(*) V-Ray IPR: Crash when creating instances in a particular scene during IPR;
(*) V-Ray IPR: Crash when creating VRayLight without dragging for setting the size during IPR;
(*) V-Ray IPR: Crash with IPR with VRayFastSSS2's object-based prepass;
(*) V-Ray IPR: Crash with XRef materials during IPR;
(*) V-Ray: effectsResult channel is not saved with vrimg file from render setup;
(*) V-Ray RT: Incorrect adaptive lights with production (non-ActiveShade) renders;
(*) V-Ray IPR: IPR crashes with VRayExtraTex render element;
(*) V-Ray IPR: IPR render from camera which has Skew modifier applied doesn't match production render;
(*) V-Ray IPR: Locked camera view is not respected in IPR;
(*) V-Ray IPR: Making an object a shadow catcher from the V-Ray toolbar is not updated in IPR;
(*) V-Ray IPR: Modifying VRayLight created in IPR as a Copy crashes 3ds Max;
(*) V-Ray IPR: Occasional crash with IPR related to texture shortcut buttons;
(*) V-Ray: Resumable rendering with bucket sampling and post effects stops with an error after the first completed frame;
(*) V-Ray IPR: Unhandled exception with instanced objects during IPR;
(*) V-Ray IPR: VRayLightMtl intensity is not properly updating in IPR;
(*) V-Ray: When saving a scene with GLSL, OSL or MDL the full path to the file is not always written;
(*) V-Ray RT: Light cache from map is not used in out of process rendering;
(*) V-Ray RT: Not located alembic proxies with local paths;
(*) V-Ray RT: Not updating the IFL sequences properly during time slider change;
(*) V-Ray RT: Some scenes with multiple MDL materials fail to export;
(*) V-Ray RT: Wrong rendering with light cache from file saved with adaptive light grid;
(*) V-Ray GPU: Adaptive lights with VRayClipper with "affect lights" off in some cases has artifacts;
(*) V-Ray GPU: Artifacts with Skylight portal and adaptive lights;
(*) V-Ray GPU: Artifacts with VRayLight exclude lists and Adaptive lights;
(*) V-Ray GPU: Bump looks wrong with object-space UVW generator;
(*) V-Ray GPU: Compiling geometry takes too long in a specific scene when using GPU;
(*) V-Ray GPU: Crash when tweaking the displacement amount in specific scene;
(*) V-Ray GPU: Crash with adaptive lights and disabled light portals;
(*) V-Ray GPU: Discrepancy in rendering of Normal, Average and Multiply Blending Modes of Tint in Forest Color texture;
(*) V-Ray GPU: Do not add new Forest Color map channel if it is empty;
(*) V-Ray GPU: Don't save matte render elements for GPU when writing to image;
(*) V-Ray GPU: ForestPro objects not rendered when Displacement is enabled;
(*) V-Ray GPU: Lens effects Object/Material ID is not working with GPU rendering;
(*) V-Ray GPU: Max ray intensity is not applied to self-illumination and light cache bleeding;
(*) V-Ray GPU: Noisy results even though the sampling settings are high;
(*) V-Ray GPU: Occasionally wrong lighting with adaptive lights;
(*) V-Ray GPU: Random crash when using light cache with adaptive lights;
(*) V-Ray GPU: Render Elements render wrong;
(*) V-Ray GPU: Render is very slow floods the kernel with invalid messages when rendering with On-Demand textures but there are no textures in the scene;
(*) V-Ray GPU: Tweaking assigned Color Correction maps to Environment changes the output;
(*) V-Ray GPU: Visible mesh edges on refractive objects;
(*) V-Ray GPU: XRef Multi/Sub-Object material renders black with CUDA;
(*) VFB: Environment variables not re-read defined in OCIO;
(*) VFB: Fix scaling of non-native resolution images in the history;
(*) VFB: Hide lens effects ID masks when loading from the history;
(*) VFB: Lens effects are not updated every time the update button is pressed;
(*) VRayCurvatureMap: Crashes when rendering with VRayCurvatureMap inside VRayExtraTex render element;
(*) VRayGLSLMtl/VRayGLSLTex: Shader inputs are not shown when using Quick Shader;
(*) V-Ray IPR: "Render mult" parameter of VRayHDRI is not working in IPR;
(*) VRayMDLMtl: 3ds Max occasionally crashes on closing in shutdownNeuray();
(*) VRayMDLMtl: Crash when changing parameters during out of process ActiveShade session;
(*) VRayMDLMtl: Crash when referencing missing textures;
(*) VRayMDLMtl: Materials with textures crash when connected to VRayBlendMtl;
(*) VRayMDLMtl: MDL files are not loaded on scene open;
(*) VRayMDLMtl: Reloading the same MDL material makes the preview disappear;
(*) VRayMDLMtl: The gamma mode is ignored;
(*) VRayNormalMap: VRayNormalMap the normal map is affected by the bump map multiplier;
(*) VRayProxy: User attributes aren't distributed to all references/instances;
(*) VRayScene: Alembic preview is not loaded;
(*) VRayToon: Map for color is not exported for V-Ray RT;
(*) VRayToon: The hidden edges of objects with non-fully opaque materials are drawn;
(*) VRayVolumeGrid: The Loop Overlap option is not exported to V-Ray RT and vrscenes from 3ds Max;
(*) vrimg2exr.exe/img2tiledexr.exe/V-Ray: Slow EXR saving process on network location;
Build 3.50.02 (beta) (11 January 2017)
==============
New features:
(*) V-Ray: Add VRayRawDiffuseFilter, VRayRawReflectionFilter and VRayRawRefractionFilter render and bake elements;
(*) V-Ray: Fallback to limited functionality Demo mode if no license is present;
(*) V-Ray RT: Add support for adaptive lights;
(*) V-Ray GPU: All supported procedural textures to work for bump maps, when used through VRayColor2Bump texture;
(*) V-Ray GPU: Implement support for Forest Color texture;
(*) V-Ray GPU: Support for "Mapped", "Linear" and "4 corners" Gradient types in Gradient Ramp texture;
(*) V-Ray GPU: Support for adaptive lights in CUDA (both in production and in ActiveShade);
(*) V-Ray GPU: Support for the planar VRayClipper;
(*) VFB: Lens effects work on the denoised result if a denoiser render element is present;
(*) VFB: Lens effects can be enabled and adjusted during rendering;
(*) VRayMDLMtl: Integrate support for NVIDIA MDL;
(*) VRayMDLMtl: Initial support for VRayMDLMtl in V-Ray RT;
(*) VRayScene: Implement scene node that supports rendering geometry and materials from a .vrscene file and settings override with another file;
(*) VRayToon: Ability to store the toon outlines in a separate render element;
(*) VRayVRmatMtl: Does not update on filename change in V-Ray RT;
(*) V-Ray Toolbar: Add button to make selected objects shadow catchers;
Modified features:
(*) V-Ray: 3ds Max render effects should be applied when the "Stop" button is pressed in the render progress;
(*) V-Ray: Adaptive lights sampling improvement when the total lights are less than the Adaptive lights count;
(*) V-Ray: Bucket resuming writes its own .vrimg output if other output format is set;
(*) V-Ray: Enable adaptive lights by default;
(*) V-Ray: Faster 2d displacement on machines with many cores;
(*) V-Ray: Faster rendering of proxies on many-core machines;
(*) V-Ray: Improve the HDR images loading speed;
(*) V-Ray: Make "1" a possible value for Geometry samples in Render Setup;
(*) V-Ray: Remove limitation on parameters count for OSL and GLSL shaders;
(*) V-Ray: Restore the 3ds Max project folder after DR render;
(*) V-Ray: Rework post-effects pipeline to avoid Lens effects overriding the denoised image in particular;
(*) V-Ray: Right-click on parameters' spinners should reset them to the default values instead of zero for most of V-Ray plugins;
(*) V-Ray: The light grid for adaptive lights does not take specular light contributions into account;
(*) V-Ray RT: Allow irradiance map and light cache from saved file in ActiveShade;
(*) V-Ray RT: Change mouse cursors for some of the right click modes during ActiveShade;
(*) V-Ray RT: Implement export of VRayToon;
(*) V-Ray RT: Implement the glossy Fresnel options;
(*) V-Ray RT: Improve random by render ID values generation for V-Ray RT and matched with VRayMultiSubTex;
(*) VFB: Add a render stamp variable "noiseThreshold" for the reached noise threshold of the progressive sampler;
(*) VFB: Add toolbar button for copying the current channel to clipboard;
(*) VFB: Increase default VFB history maximum files count to 100 and the size on disk in MB to 10000;
(*) VFB: Show a progress bar in the VFB during IPR session;
(*) VRayALSurfaceMtl: Support for "Raytraced SSS ID" V-Ray object property;
(*) VRayMtl: Disabled by default the GI checkbox for self-illumination;
(*) VRayMtlReflectIORBake: Replace the "Store in fixed point format (rg.ba)" option with an "Invert value" one;
(*) V-Ray Bitmap to VRayHDRI converter: Bitmaps in objects/modifiers/environment should be handled;
Bug fixes:
(*) V-Ray: Adding lights during IPR session produces wrong results when adaptive lights are enabled;
(*) V-Ray: Artifacts with adaptive lights and VRayFastSSS2 material;
(*) V-Ray: Crash when modifying matte object material in IPR;
(*) V-Ray: Deep merge strategy set as "None" renders incorrectly with non-fully opaque objects;
(*) V-Ray: Different bump with bitmaps since 3.50.01;
(*) V-Ray: Environment map ghosting through objects when matte/shadow objects are in the scene;
(*) V-Ray: If there is no license available V-Ray crashes when rendering;
(*) V-Ray: IPR crashes with Hair and Fur on render stop;
(*) V-Ray: IPR crashes with VRayExtraTex render element;
(*) V-Ray: IPR crashes while painting with the VRayFurStyler;
(*) V-Ray: Issue with finalToon and orthographic cameras;
(*) V-Ray: Noisy pixels not cleaned up by the progressive sampler;
(*) V-Ray: Random crashes after progressive rendering is finished;
(*) V-Ray: Render hangs when resuming with DR and distributed light cache;
(*) V-Ray: Rendering hangs at transforming vertices when there is a VRayVolumeGrid and many VRayLightMtl materials with "direct illumination" enabled;
(*) V-Ray: OSL preprocessor-only output is polluted with diagnostic messages;
(*) V-Ray: Wrong viewport drawing of objects after rendering in 3ds Max 2017;
(*) V-Ray: Scene renders brighter when there is glass at the windows;
(*) V-Ray RT: Crash during ActiveShade with a scene with instanced VRayProxy;
(*) V-Ray RT: Crash with time slider and motion blurred meshes;
(*) V-Ray RT: Error when rendering RT DR with Max Frame buffer and Render Mask;
(*) V-Ray RT: Matte for refl/refr of VRayMtlWrapper has no effect;
(*) V-Ray RT: Mismatched Vertical Tilt correction compared to production renderer;
(*) V-Ray RT: Noisy results with progressive sampler when Sub-pixel mapping is enabled;
(*) V-Ray RT: Skew modifier on Standard cameras is ignored;
(*) V-Ray RT: Unhandled exception when editing part of specific material used as Override during ActiveShade session;
(*) V-Ray RT: Using Array tool during ActiveShade rendering causes missing objects in 3ds max 2017;
(*) V-Ray RT: VRayIntancer crashes when rendering out of process;
(*) V-Ray RT: When setting through the VFB the camera focus distance it gets messed if the user clicks on a dome light;
(*) V-Ray GPU: Add warning when using too many textures per material with on-demand textures;
(*) V-Ray GPU: Artifacts with shadow catcher;
(*) V-Ray GPU: Bitmap aperture is not rendered with CUDA;
(*) V-Ray GPU: Broken shader with dirt as layer weight;
(*) V-Ray GPU: Can't use more than 1 triplanar texture for bump;
(*) V-Ray GPU: Crash with Distance texture;
(*) V-Ray GPU: Difference in transparency between RT CPU and GPU in specific scene;
(*) V-Ray GPU: Different shader result in scene with complex procedural texture tree;
(*) V-Ray GPU: Hair is rendered very slow with light cache.;
(*) V-Ray GPU: OCL device select tool doesn't save changes on some computers;
(*) V-Ray GPU: On demand textures produce different result to Full Size with specific scene;
(*) V-Ray GPU: Only the initial image of ifl sequence is used when the Bitmap or VRayHDRI map is linked to Output map;
(*) V-Ray GPU: Refraction volume is shaded differently compared to CPU;
(*) V-Ray GPU: Specific GLSL shader files produce error with CUDA;
(*) V-Ray GPU: Moving lights in 3ds Max is causing GPU memory leak;
(*) V-Ray GPU: Negative values for distribution of VRayDirt produce unexpected results;
(*) VFB: Artifacts in Compare V-Ray Settings window from VFB History when resized;
(*) VFB: Crash when lens effects Bloom mode is set to Render elements only;
(*) VFB: Random crash when switching production renderer from V-Ray RT to V-Ray with open VFB;
(*) VFB: Render region issues when set through MAXScript vrayVFBSetRegion function prior to rendering;
(*) VFB: The width of History Settings window is not enough to display the whole "Completed Renders Only" checkbox label;
(*) VFB: V-Ray RT settings are not saved in the history if set as production renderer;
(*) VFB: Zooming the color corrections curve causes major lagging of the UI;
(*) V-Ray GPU: Support for additive mode of the VRayBlendMtl;
(*) V-Ray GPU: Support for transparency for the layers of the VRayBlendMtl;
(*) V-Ray GPU: Add support for VRayAtmosphere render element;
(*) V-Ray GPU: Fixed differences in lighting between V-Ray RT CPU and GPU;
(*) V-Ray GPU: Fixed differences in texture blending between V-Ray RT CPU and GPU;
(*) V-Ray GPU: Support for Irradiance Map from file;
(*) V-Ray GPU: Support for VRayRenderID, VRayObjectID and VRayMtlID render elements;
(*) V-Ray GPU: Implement ground projection of VRayHDRI;
(*) VFB: Implement hardware acceleration support for lens effects;
(*) VRayMtl: Implement "Glossy Fresnel" option;
(*) VRayALSurfaceMtl: Include alSurface shader port for V-Ray in the installation;
(*) VRayProxy: Support for user property tags in the proxy file name;
(*) VRayScannedMtl: Add ability to capture and render the back lighting;
(*) VRayVolumeGrid: Add a render preset for Maya Fluids vdb;
(*) VRayVolumeGrid: Support for Cap Mesh mode in V-Ray RT;
Modified features:
(*) V-Ray/V-Ray RT: The progressive sampler should finish the current pass when the given "Render time" is surpassed;
(*) V-Ray: Add control for panoramic pole merging for stereoscopic rendering (V-Ray RT MAXScript properties .top_merge_angle .bottom_merge_angle);
(*) V-Ray/V-Ray RT: Draw the alpha channel during the undersampling phase of the progressive sampling;
(*) V-Ray: Dome light minor speed optimization;
(*) V-Ray: Display warning when "View navigation" in ActiveShade is selected without looking through camera;
(*) V-Ray: Increase the tooltip display times in the render settings;
(*) V-Ray: Remove the interpolated reflections/refractions options;
(*) V-Ray: Set the default value for the dynamic noise threshold for the progressive sampler to 80;
(*) V-Ray: Use adequate precision for render elements (full/half precision) in OpenEXR files;
(*) V-Ray: When using a dome light, matte objects have visible outlines unless GI environment is overridden with zero;
(*) V-Ray: Bundle License Server with the installation instead of the vrlservice.exe;
(*) VRayMtl: Make the GGX BRDF the default one and turn on glossy Fresnel by default;
(*) VRayMtl: Move the "reflect on back side" option in the reflection section of the Basic rollout;
(*) VRayMtl: The anisotropy controls should be disabled when the BRDF is set to Phong;
(*) VRayProxy: Allow for the viewport preview to be overridden by another .vrmesh or Alembic file;
(*) VRayProxy: Add rendering support for Mudbox exported .vrmeshes with Level-of-Detail;
(*) VRayProxy: Interpolate geometry data for heterogeneous Alembic files with velocity channel;
(*) VRayProxy: Optimized the preview read and update for animated proxies;
(*) V-Ray RT: Apply resolution changes without restarting the rendering;
(*) V-Ray RT: Add "Select object" and "Get object material" right-click options in the VFB;
(*) V-Ray RT: Add UI mode views switcher for V-Ray RT between Default and Advanced views;
(*) V-Ray RT: Make V-Ray RT to take the render state of the Laubwerk trees options, not the viewport;
(*) V-Ray RT: VFB output file paths are not exported in .vrscene file;
(*) V-Ray RT: View navigation in ActiveShade VFB is too fast;
(*) V-Ray GPU: Support for the directionality attribute of the VRayLight in Plane mode;
(*) V-Ray GPU: Ability to load precalculated Irradiance map GI cache files;
(*) V-Ray GPU: Changes on materials with baked texture to be updated quicker;
(*) V-Ray GPU: Faster rendering of materials with bump maps;
(*) V-Ray GPU: Faster rendering with Bitmap output curves;
(*) V-Ray GPU: Faster rendering of rounded edges texture;
(*) V-Ray GPU: Print the message about not having OCL devices env var as a info, not warning;
(*) V-Ray GPU: Print the OpenCL Driver version in the log;
(*) V-Ray GPU: Print warning when there is a render element that's not supported on the GPU;
(*) V-Ray GPU: Print warning when max sample level is set to 0;
(*) V-Ray GPU: Raise the number of rays per pixel when the number of active pixels is too low;
(*) V-Ray GPU: Solid reflective material getting alpha dropouts;
(*) V-Ray GPU: Support for UVW coordinates type in VRaySamplerInfo render element;
(*) VFB: MAXScript commands to show/hide history and color corrections panels of the VFB;
(*) VFB: Contrast curve should be applied in sRGB color space;
(*) VFB: Change the default values of the Lens Effects;
(*) VFB: Improve history images saving speed;
(*) VFB: Move the history image compare buttons from the main toolbar to history toolbar;
(*) VFB: The button for showing the messages log should bring the messages window to the front;
(*) VFB: White balance should be applied before exposure;
(*) VRayClipper: Optimize plane clipper with empty exclude lists;
(*) VRayDenoiser: A warning should be printed when the VFB is disabled;
(*) VRayDenoiser: Check the sampler settings before starting a render and warn if incompatible;
(*) VRayHDRI: Add a MAXScript parameter for axial rotation;
(*) VRayOSLMtl/VRayOSLTex: Enable support for multiple include paths in OSL;
(*) VRayOSLMtl/VRayOSLTex: Speed up the texture sampling in OSL;
(*) VRayScannedMtl: Add ability to render licensed materials (library licenses);
(*) VRayScannedMtl: Add support for Nitrous viewport preview;
(*) VRayStereoscopic: Add new fragment merge mode, where fragments are merged by render ID and z-depth;
(*) VRayTriplanarTex: The "blend" and "scale" parameters should be animatable;
(*) VRayToon: Add an option to exclude an object in the V-Ray object properties;
(*) VRayVolumeGrid: High-DPI support for the render curves and gradients;
(*) VRayVolumeGrid: Improve the motion blur for atmospherics;
(*) VRayVolumeGrid: Improve the velocity voxel preview;
(*) VRayVolumeGrid: Optimize rendering with emissive lights, Ray-Traced self-illumination and complex geometry;
(*) VRayVolumeGrid: Respect the maxRenderThreads setting in V-Ray during rendering;
(*) VRayVolumeGrid: Support V-Ray's per-object motion blur duration override;
(*) VRayVolumeGrid: When several points on diagram are selected, right click on one of them should affect all points;
(*) vdenoise.exe: Add abort on OpenCL errors;
(*) vdenoise.exe: The noise level channel can also be named "VRayNoiseLevel";
(*) V-Ray Toolbar: Creating VRayFur from the toolbar button should select the newly created fur object;
(*) V-Ray scene converter: Added an option to convert only selected objects;
(*) .vrscene exporter: Renderer settings of V-Ray RT as production renderer are not exported;
Bug fixes:
(*) V-Ray: Crash on loading scene after rendering with time stamp;
(*) VRaySamplerInfo: Crash when rendering an object with changing topology and VRaySamplerInfo render element with Forward/Backward occlusion type;
(*) DR: "Failed to delete server scene file" DR warning appears but the file has been deleted successfully;
(*) VRayGLSLMtl/VRayGLSLTex/VRayOSLMtl/VRayOSLTex: GLSL and OSL plugins crash Max when the error message contains %;
(*) VRayOrnatrixMod/VRayHairFarmMod: Hair tessellation segments are not calculated correctly for orthographic views;
(*) Hair&Fur: Invalid geometric normal (000) for "HairVrShadeable" warning with Hair and Fur;
(*) VRayLight: Light portals appear noisier than rectangular lights due to undersampling;
(*) MultiMatteElement: Opacity is not working with MultiMatteElement;
(*) V-Ray: Remove the "(notUsed)" from the imageSampler_renderMask MAXScript properties;
(*) VRayFastSSS2: Render to texture crashes with VRayFastSSS2 material;
(*) VRayDisplacementMod: Rendering an animation with 2D displacement with VRayHDRI map with values greater than 1.0 causes the object to disappear on the second frame;
(*) V-Ray: "Tiled texture cache set" message is flooding the log when using Slate Material editor;
(*) V-Ray: Unwanted GI caustics with refractive materials with "affect shadows" enabled;
(*) V-Ray RT: Composite texture with Output map on reflect and diffuse gives a different than production render result;
(*) V-Ray RT: Crash with Particle Flow and motion blur when sliding the time during ActiveShade session;
(*) V-Ray RT: Crash when there are materials with very long names and special characters;
(*) V-Ray RT: Effect ID of VRayMtl is not exported;
(*) V-Ray RT: Excessive progressive sampling AA filter memory consumption with ActiveShade rendering and render region;
(*) V-Ray RT: Exclude lists of VRayDirt don't work with HairFarm;
Что то я не понял что такое IPR. Чем он отличается от active shade Vray RT?
Цитата Charlyxxx:
И еще одно видео, показывающее работу с новым IPR, который работает на CPU =) То есть это тот же Production рендер, только интерактивный =) И ребята, у которых например Xeon =)) хорошенько заметят разницу между RT и IPR.