Rendercore Lab Now Supports V-Ray Next 4.04.02 for Maya!

November 29, 2018 11:24 AM
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Rendercore Lab Now Supports V-Ray Next 4.04.02 for Maya!

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MODIFIED FEATURES

V-Ray

  • Always use low thread priority in an interactive GUI session
  • Change the default motion blur "Interval center" to 0.0
  • Optimize object space bounding box calculation for meshes instances
  • Submit to V-Ray Cloud dialog implements scene analysis for incompatible features

VRayInstancer

  • Instances are rendered with the particle materials instead of the instanced geometry material
  • Optimized instancing speed

VRayFastSSS2

  • Improve the sampling to reduce noise

VRayProxy

  • Alembic instances/objects to work with MultiSubTex random by instance id

VRayScene

  • Add Lights support

VRayVolumeGrid

  • Add warning message box when opening the deprecated AURA 1 caches
  • Right-align the text in the Show File Name window so the file name can be seen if the text overflows
  • Speed up and use less memory for Grid-Based Self-Shadowing of huge sparse OpenVDB grids
  • Speed up Grid Smoothing of OpenVDB grids
  • Speed up the Optimize Big Volumetric Grids pre-process of OpenVDB grids

VFB

  • Add "Image info" window for VFB history context menu
  • Add Exposure Highlight Burn color correction to vfbControl (#sethighlightburn/#gethighlightburn)
  • Add option to disable replacing # with frame numbers for separate render channels
  • Export color corrections settings for .vrscenes

V-Ray Toolbar

  • The hair material button creates VRayHairNextMtl;

V-Ray scene converter

  • Convert Mental Ray Lighting Analysis render effect to VRayLightingAnalysis render element
  • Enhanced Corona material and texmaps conversion
  • Convert 3ds Max light meters to VRayLightMeter

BUG FIXES

VRayProxy

  • Fixed wrong preview of flip axis on proxy sequence

  • Fixed wrong material export when there are gaps in the MeshMaterial shader array

Misc

  • Viewport IPR buttons are not available on copied or hypershade viewport windows

  • VRayLayeredTex was missing a scroll bar

  • Orthographic Views are not working properly in IPR

  • Double specular highlight when rendering VRscan car-paint in GPU

VRayFur

  • Fixed fur behavior when not selected in isolate selected mode

V-Ray

  • DR server will now fail with an error if an asset can't be received

  • Using paint color in specific VRayScannedMtl was not working properly

  • Fixed overbright pixels with adaptive lights

  • Fixed different DR buckets with auto exposure

  • Fixed crash with VRayGLSLMtl

  • Fixed crash when baking to ptex

  • Fixed crash when an empty blendBumpTex is connected to VRayMtl

VRayScannedMtl

  • Fixed crash with specific material setup

  • Fixed artifacts with bump multiplier

VRayProxy/VRayDisplacement

  • Fixed crash with keep continuity enabled on displaced proxy

VRayMtl

  • Fixed compensate exposure for self-illumination

VRayLightSelect

  • Fixed GI component of matte objects missing from LightSelect element Full type

VRayDomeLight

  • Fixed darker result in isolate selected mode when rendering with dome light

VRScans

  • Fixed a crash with a specific scene

VFB

  • Blank framebuffer when comparing images from history after effectResult is generated

V-Ray/MDL

  • Fixed crash on Skylake processors

V-Ray/Bifrost

  • Fixed missing velocity due to changed velocity attribute name in newer Maya versions

V-Ray IPR

  • Display Camera Plane now works in isolate selected with debug shading

  • Fixed camera not updating in IPR in Light Cache Fly-through mode

  • Fixed updates on float inputs connected to certain textures' alpha

  • Fixed objects in groups not updating their transforms when changing frame

  • Fixed an error message when executing post translate python scripts in V-Ray Viewport IPR

  • Fixed a crash when creating new objects very quickly

  • Fixed a crash when creating light links in IPR

  • Fixed VRayMtl fog color update in IPR

  • Assigning a material to VRayPlane was not detected in V-Ray IPR

V-Ray VFB

  • Frame stamp was not visible with output image formats with alpha channel.

For more information go to visit Chaos Group Website.

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