siliconbauhaus
06-01-2007, 01:16
Beta 3 Changelog
- Major changes to the material pipeline both front and back-end
**NOTE** Materials will need to be re-applied when converting from beta 2 to beta 3 - this will only affect V-Ray materials. Sorry for this inconveniance
The process of applying / editing V-Ray materials should be, hopefully, more stream-lined. There is less worrying about editing specific sides of a face. If you would like a 2-sided material then you can ust create one of our 2-sided material types and apply it to the face as a whole. For any questions about the new material workflow please see us at our forum accessible through http://www.asgvis.com
- We've added two variations of a two-sided material
- VRay2SidedMtl - this is an implementation of the V-Ray for 3dsmax 2-sided material. Its generally used for doing cheap translucency for thin objects like paper, curtains, etc.
- VRaySkp2SidedMtl - this is a material that emulates the SketchUp approach to 2-sided materials. Both sides are completely independent of each other.
- You will notice some additions to our toolbar
- Omni light - you can now position a V-Ray Omni-directional light in the scene. Use the context-menu to edit the light properties
- Rectangle light
- you can now create V-Ray rectangular lights. Again, use the context-menu (right-click on the light group object ) to edit the light properties
- Sphere
- this will create a V-Ray sphere at the origin of the scene
- we will eventually be making the creation process more parametric, but currently it just generates a fixed size sphere with a fixed number of subdivisions
- The purpose of this sphere is simply to provide a quick method of creating a sphere, as SketchUp does not have a direct 1-click method for creating a sphere.
- Plane
- this is the V-Ray infinite plane. Its primary use would be to create a quick groundplane for your scene.
- It prompts you to make a plane, the size of its not important, it just needs a point and a normal.
- We've unlocked all of our procedural textures
- Remember that you cannot use UVW channels unless there is a bitmap texture mapped to the Sketchup face. This is a weakness of our current setup, we will have to find another way to handle it.
- Consider using the plane / object uvw generator where possible
- We've added Detail Enhancement UI to the Irradiance map options
- We've added animation. To enable animation rendering and to set fps go to our Options->Output rollout
- if you do not provide an output file name we default to ModelName_anim_framenum.png in the model's directory
Known issues
- There are still unresolved issues with bump mapping. Its been rather finicky and we have had the time to fully address some issues with it.
- The VRay2SidedMtl is not working as it should - we're working with Chaos Group to resolve this problem.
- Importing a sketchup scene does not bring our V-Ray materials with it
Upcoming additions
- Displacement
- Proxy objects
- Smoothing?
- Major changes to the material pipeline both front and back-end
**NOTE** Materials will need to be re-applied when converting from beta 2 to beta 3 - this will only affect V-Ray materials. Sorry for this inconveniance
The process of applying / editing V-Ray materials should be, hopefully, more stream-lined. There is less worrying about editing specific sides of a face. If you would like a 2-sided material then you can ust create one of our 2-sided material types and apply it to the face as a whole. For any questions about the new material workflow please see us at our forum accessible through http://www.asgvis.com
- We've added two variations of a two-sided material
- VRay2SidedMtl - this is an implementation of the V-Ray for 3dsmax 2-sided material. Its generally used for doing cheap translucency for thin objects like paper, curtains, etc.
- VRaySkp2SidedMtl - this is a material that emulates the SketchUp approach to 2-sided materials. Both sides are completely independent of each other.
- You will notice some additions to our toolbar
- Omni light - you can now position a V-Ray Omni-directional light in the scene. Use the context-menu to edit the light properties
- Rectangle light
- you can now create V-Ray rectangular lights. Again, use the context-menu (right-click on the light group object ) to edit the light properties
- Sphere
- this will create a V-Ray sphere at the origin of the scene
- we will eventually be making the creation process more parametric, but currently it just generates a fixed size sphere with a fixed number of subdivisions
- The purpose of this sphere is simply to provide a quick method of creating a sphere, as SketchUp does not have a direct 1-click method for creating a sphere.
- Plane
- this is the V-Ray infinite plane. Its primary use would be to create a quick groundplane for your scene.
- It prompts you to make a plane, the size of its not important, it just needs a point and a normal.
- We've unlocked all of our procedural textures
- Remember that you cannot use UVW channels unless there is a bitmap texture mapped to the Sketchup face. This is a weakness of our current setup, we will have to find another way to handle it.
- Consider using the plane / object uvw generator where possible
- We've added Detail Enhancement UI to the Irradiance map options
- We've added animation. To enable animation rendering and to set fps go to our Options->Output rollout
- if you do not provide an output file name we default to ModelName_anim_framenum.png in the model's directory
Known issues
- There are still unresolved issues with bump mapping. Its been rather finicky and we have had the time to fully address some issues with it.
- The VRay2SidedMtl is not working as it should - we're working with Chaos Group to resolve this problem.
- Importing a sketchup scene does not bring our V-Ray materials with it
Upcoming additions
- Displacement
- Proxy objects
- Smoothing?