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V-Ray 2.0 SP1 for 3ds Max available

Posted by Torgeir Holm on 10.5.2011 | Category: V-Ray news

This is the first Service Pack of V-Ray 2.0 for 3ds Max. In addition to new features and bug fixes, this service pack provides compatibility with 3ds Max 2012 and 3ds Max Design 2012.

This is a free upgrade, and the build is available now from the download page on www.chaosgroup.com

New features:

  • Separate VRayFlakesMtl material with just the flakes from the VRayCarPaintMtl material
  • Added VRayGLSL material for direct rendering of GLSL shaders with V-Ray extensions


  • Modified features:
  • The V-Ray RT render server prints out some more information in GPU mode (useful for troubleshooting)
  • Added access to the V-Ray material override exclude list from Max Script
  • Support for the four FumeFX render elements
  • Ability to call the “Calculate” and “Save to CSV file” operations on the VRayLightMeter from MaxScript
  • The “Browse” button for the “Split channels” file name now opens the folder with the currently selected name (if any)
  • Added an environment override slot for VRayCarPaintMtl material
  • Added bump slot for the base layer of VRayCarPaintMtl material
  • Ability to turn off “trace reflections” for separately for each layer of the VRayCarPaintMtl material
  • Added MaxScript function, vrayEditDRSettings(), to open the DR settings window
  • Added possibility to specify user command-line options to 3dsmax.exe when started from the V-Ray DR spawner
  • VRayMtlID and VRayObjectID render elements now have an option to generate colors instead of integers for proper antialiasing
  • XML output for the VRayRenderID render element
  • MaxScript-only option “dome_visibleOriginal” for dome lights to control filtering of the light texture for glossy rays
  • Added an option to VRayToon to compensate the camera exposure
  • Ability to map the radius in VRayDistanceTex with a texture
  • Option in VRayDistanceTex for a solid inside color
  • Custom V-Ray materials now work in the Hair&Fur modifier
  • Hair&Fur now produces the same object ID as the emitter object
  • The V-Ray bitmap to VRayHDRI converter script did not take into account the input gamma of textures
  • Crash with particular pre-render script that turns off V-Ray lights before rendering
  • VRayBlendMtl material blocks the material IDs of its sub-materials
  • V-Ray RT: Added support for RPManager material


  • Bug fixes:
  • Noise with “Clamp output” option enabled produced noisy renders
  • Hilights from the base reflection layer of VRayCarPaintMtl material were darker than they should be
  • Slow rendering with many overlapping VRayProxy primitives
  • Randomly missing gizmos when rendering VRayEnvironmentFog
  • VRayLights that exclude an object could still affect that object through GI
  • Rendering with GI may use more detailed texture mip-map levels than necessary
  • VRayHDRI may not respect the specified memory limit for tiled tex tures
  • Crashes with particle systems with 3d displacement and motion blur enabled
  • Spikes with 3d displacement with “Keep continuity” enabled and particular bad geometry
  • Incorrect velocity element with VRayFur
  • Image copied from VFB to clipboard had the first column of pixels swapped for the last one
  • Loading an image in the V-Ray VFB with a different resolution did not work correctly
  • img2tiledexr used wrong formula when converting images from sRGB color space
  • vrim2exr did not preserve the pixel aspect information in the resulting .exr file
  • ply2vrmesh can convert RealFlow .bin files to .vrmesh files
  • VRayExposureControl was not accessible from MaxScript
  • Script error when there is a VRayPlane object in the scene
  • VRayPhysicalCamera in “Movie” mode was not exported correctly
  • Mesh lights were not exported with the .vrscene exporter script
  • Fringes on the edges of flakes in VRayCarPaintMtl material
  • Crash with VRayCarPaintMtl material when rendering of texture maps is globally disabled
  • Warning about “Retrace threshold” and “Use light cache for glossy rays” was printed even when not using the light cache
  • Exception after rendering when the “V-Ray raw image file” is chosen and the V-Ray VFB is not enabled
  • The V-Ray presets did not load if they were saved on a system where the decimal symbol is “,”
  • The file save dialog for .vrimg/.exr files was not resizable
  • The VRayFastSSS2 material was not exported by the .vrscene MaxScript exporter
  • The VRayLightSelect element allowed the user to pick meshes instead of just lights
  • Incorrect velocity element when rendering Hair&Fur natively
  • The .dra file exported from the Hair&Fur plugin is now moved to the temporary 3ds Max folder instead of the root one
  • Wrong spelling for “affect specular” option in VRaySun
  • Slow rendering of VRayEnvironmentFog with animated Noise texture
  • V-Ray RT: Objects could disappear in animation
  • V-Ray RT: When used as production renderer, animation of deforming objects was ignored
  • V-Ray RT: Wrong exposure when physical camera type was “Move cam” or “Video cam”
  • V-Ray RT: VRayEdgesTex was listed as incompatible with V-Ray RT
  • V-Ray RT: 3ds Max froze if V-Ray RT was working as an ActiveShade renderer and the user attempted to run V-Ray RT as production renderer
  • V-Ray RT: .vrscene export was not correct if the system decimal symbol was “,”
  • V-Ray RT: When V-Ray RT was used as production renderer and max. paths per pixel was 0, it was always reset to 64
  • V-Ray RT: ActiveShade rendering is now paused when doing normal production rendering
  • V-Ray RT: Render restarted when changing a perspective view, even if the ActiveShade window was locked to using another camera
  • V-Ray RT: Scene was empty if motion blur was enabled
  • V-Ray RT: Problem with canceling batch render of animations
  • V-Ray RT: Adding new objects/lights is not reflected in the ActiveShade window in 3ds Max 2012
  • V-Ray RT: Standard camera FOV animation was not working
  • V-Ray RT: Support for the “Camera map per pixel” texture
  • V-Ray RT: ParticleFlow systems did not update when an animation with V-Ray RT as production renderer
  • V-Ray RT: Camera target distance was not updated correctly when rendering through Backburner
  • V-Ray RT: Issue with VRayLightMtl material inside a VRayBlendMtl material
  • V-Ray RT GPU: Textures for the color of VRayLightMtl material did not work

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