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Crack Vray For Maya 2016 On Mac

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Table of Contents

VRayScatter For Maya is a plug-in for Maya which works with V-Ray rendering system. It is possible to create complicated scenes with a huge amount of objects easy and quickly with the aid of this plugin.

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Usually scenes in Maya with a great amount of even identical objects take a lot of space on HDD, consumes a lot of time for loading, and it is very hard to work with. VRayScatter For Maya is created to solve these problems.

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The scene containing 500 000 identical objects created with Maya 2008 occupies 1400Mb of HDD space. Now, if it is created with VRayScatter For Maya and still containing the same 500 000 objects the scene can take just 250Kb.

The most exciting feature of VRayScatter For Maya is a quick generation of an array of objects right before rendering. Those very 500 000 objects are created in only 2 seconds before rendering.

Another outstanding VRayScatter For Maya ability is uploading and downloading from VRayProxy memory if needed (as and when necessary). This allows the application of polygon models without missing productivity and capacity of RAM. Animated objects support and animated VRayProxy support allows creating huge amounts of animated objects. Now with VRayScatter For Maya it is possible to create the whole forest of wind-shaken woods. The support of 64-bit systems and multi-core processing allows VRayScatter For Maya to create and render, for example, forest or even a city in a blink of an eye.

Operating system:

  • Mac OS X

Maya versions:

  • Windows: 2016, 2016.5, 2017, 2018, 2019, 2020
  • Linux: 2016, 2016.5, 2017, 2018, 2019, 2020

V-Ray versions:

NOTE:

  • User must be able to obtain root permissions (using sudo, for example) to install VRayScatter For Maya.

Rendernodes:

  • VRayScatter without activation supports only batch render from command prompt (render.exe or mayabatch.exe) and rendering with vray standalone.
  • For rendering from Maya GUI (render→batch render) activation is required

Version 3.x.x and 4.x now uses only one V-Ray plugin file and since version 4.514 installs only a module, so you have to remove old conflicting plugins:

  • Windows: uninstall previous version of VRayScatter For Maya using the uninstaller.
  • Linux: remove libvray_GeomRamProxy.so and libvray_TexVRayScatter.so from /usr/autodesk/maya-x64/vray/vrayplugins/
  • OS X: remove libvray_GeomRamProxy.so and libvray_TexVRayScatter.so from /Applications/Autodesk/maya/Maya.app/Contents/vray/vrayplugins/
  • DR nodes: manually remove libvray_GeomRamProxy.* and libvray_TexVRayScatter.*

Installation

Please, make sure that you've downloaded the latest version of the plug-in from our forum

To install the program you need to run the VRayScatterForMaya-.exe with the administrator rights.

please note, since version 4.514, installs only a module

Don't forget to quit Maya before you start the installation (please check Task Manager too for any running instances of Maya).

Read the license agreement carefully. If you accept the license the click 'I Agree' otherwise press 'Cancel':

Choose Maya and V-Ray versions:

Check installation paths

Crack Vray For Maya 2016 On Mac

Start Maya and enable Load and/or Auto load in Window → Settings/Preferences → Plug-in Manager for the VRayScatter plug-in.

Installation on Windows Rendering nodes

Batch Rendering

install same as workstation but without activation

or manually copy files

Distributed Rendering

Copy vray_VRayScatter.dll from MAYA_ROOTplug-insvrayscattervrayplugins to VRAY_STANDALONE/vrayplugins (or MAYA_ROOT/vray/vrayplugins) on render nodes.

(or whichever folder is used for loading vray plugins from, the folder is usually called /vrayplugins and locates within your V-Ray installation)

For example, from:

to:

Install vray for maya

Uninstall

To uninstall VRayScatter use the uninstaller: Start menu > R&D Group > VRayScatter For Maya > Uninstall

Activation

please see:http://docs.rendering.ru/en:cerber-protection

General

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Installation On Linux

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Toad for oracle 12.6 download. Unpack the archive, open your preferred terminal application, obtain root permission

Installer has a graphical interface on all supported platforms:

or you can also run text installation mode

Select you Maya/V-Ray versions, files will be copied to the following folders according to your setup, e.g:

NOTE:

  • Change the installation paths depending on your setup
  • change paths in VRayScatterForMaya.mod file according to your environment, if needed

Installation On Linux Render Nodes

Batch Rendering

Same as for workstation, but without activation

Run installer, extract files and then copy across rendernodes

And check .mod file for variables

Distributed Rendering

For V-Ray 'Distributed Render' node installation you only need to copy V-Ray plugin file libvray_VRayScatter.so e.g :

Uninstall

To uninstall VRayScatter For Maya you have to manually remove all the installed files.

Activation on Linux

please see:http://docs.rendering.ru/en:cerber-protection

Installation on Mac OS X

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Unpack the archive, open your preferred terminal application, obtain root permission and start coping files:

Select you Maya/V-Ray versions and copy the plugins. Here is an example for the default paths of Maya 2012 and V-Ray 2.2:

Install the Maya UI files:

Install the V-Ray texture description file:

NOTE:

  • Change the installation paths depending on your setup
  • # - means that command should be executed with root permissions
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Installation On Mac OS X Batch Render Nodes

Change directory to where you have unpacked the archive:

Select you Maya/V-Ray versions and copy the plugins:

Install the V-Ray texture description file:

Installation On Mac OS DR Nodes

For V-Ray 'Distributed Render' node installation you only need to copy V-Ray plugins:

Uninstall

To uninstall VRayScatter For Maya you have to manually remove all the installed files.

Activation on Mac OS X

NOTE

Please make sure you always use the registration utility which is supplied with the particular version of VRayScatter For Maya.

Open your preferred terminal application and start the registration utility:

This will generate an VRayScatterForMaya__.id file on your Desktop.

Send this file to mail@rendering.ru (or your reseller). Please, attach copy of you receipt or order number to avoid any delays in communication.

In the nearest time (usually within 24 hours) you will get an email from us (or your reseller) with *.lic license file attached. Save this file on your hard disk.

Start again the registration utility with the path to the license file argument like:

or manually copy this file to ~/.config/RDGroup/VRayScatterForMaya.lic like this:

In case of license malfunction and errors (which can be caused by disk formatting, reinstallation of the operating system or components replacement) you are free to address the developer at any time. Please make sure you download latest version from our forum and generate new *.id file. Send it to mail@rendering.ru to get your updated *.lic file.

However, we reserve the right not to issue a new license in case of total replacement of a PC if the registration request is submitted more often than once in half a year.

ATTENTION! Please always try to email from the same email address you used when you purchased the plug-in. If we can't find your e-mail address from which you sent the ID file in our database and there is no explanation and receipt or order number in you email, your request may not be processed!

Please always attach you receipt or order number to avoid any delays in communication.

VRayScatter Creation

  1. Select mesh or curve object you want to distribute objects at.
  2. In menu choose: Create → R&D Group → VRayScatter.
  3. VRayScatter bounding box and logo will appear. Use it to select VRayScatter.

User Interface

  1. Select objects to distribute (Mesh or VRayProxy) then select VRayScatter and press Add in «Scatter Objects» rollout. This will connect objects to the 'scatterObject' attribute.
  2. If you have added multiple objects tweak the Probability parameter to make all objects visible or use menu Tools → 'Auto Probability'.

Parameters Description

Scatter Objects rollout

  • Color – object's drawing color in viewport.
  • Probability – probability of the object's appearance.
  • Radius – radius of the collision sphere for the collision solving. Default value is 100% - that corresponds to the object size.
  • Height – addition offset of the collision sphere.
  • Penetration – sets the blur of the collisions border areas.
  • Mask color variance – threshold for colorful mask.
  • Hide From Render – hide original object from render.
  • Apply Geometry Transform

Distribution

  • Amount – render objects amount.
  • UV Set -
  • Colorful - use colorful mask; this will place objects by the texture using object 'Draw Color'.
    • Texture
    • Both
  • Texture – distribution mask texture. This could be any Maya texture.
  • Solve Collisions – solve scatter objects collisions.

Distribution Cache

Pattern

    • Random
    • Pattern 1 - Pattern distribution uses UV-mapping to work, thus object must have proper UV-coordinates.
    • Pattern 3
  • Use Density – random position settings include only this one additional option. With it you can set the number of objects (Count) to be located at a single area unit (Per Square). The resulting number will also be fixed with ‘Max Count' option. The area is defined by system units. It means that in the case when centimetres being used in system units one single object will fall within 1 square meter.
  • Per Square
  • Lock Offsets – when this option is enabled you will to control both U and V offsets simultaneously.
  • V Offset – V offset.

Rotation

  • Use – quick control to enable/disable rotation features.
    • Attach
    • X, Z, Y
  • Align To Normal – align object to surface normal.
  • Random – random rotation (for each axis).
  • Texture – rotation texture. Red color represents rotation around X, Blue – Y, Green – Z. Color value 0.0 equals to rotation of 180 degrees to one direction, color value of 0.5 leaves the rotation state unchanged, color value of 1.0 makes the rotation of 180 degrees to another direction.
  • Use X, Y, Z – quick control to enable/disable rotation about each axis when using texture.
  • Texture contrast – quick control of texture contrast.

Scale

Maya

The scene containing 500 000 identical objects created with Maya 2008 occupies 1400Mb of HDD space. Now, if it is created with VRayScatter For Maya and still containing the same 500 000 objects the scene can take just 250Kb.

The most exciting feature of VRayScatter For Maya is a quick generation of an array of objects right before rendering. Those very 500 000 objects are created in only 2 seconds before rendering.

Another outstanding VRayScatter For Maya ability is uploading and downloading from VRayProxy memory if needed (as and when necessary). This allows the application of polygon models without missing productivity and capacity of RAM. Animated objects support and animated VRayProxy support allows creating huge amounts of animated objects. Now with VRayScatter For Maya it is possible to create the whole forest of wind-shaken woods. The support of 64-bit systems and multi-core processing allows VRayScatter For Maya to create and render, for example, forest or even a city in a blink of an eye.

Operating system:

  • Mac OS X

Maya versions:

  • Windows: 2016, 2016.5, 2017, 2018, 2019, 2020
  • Linux: 2016, 2016.5, 2017, 2018, 2019, 2020

V-Ray versions:

NOTE:

  • User must be able to obtain root permissions (using sudo, for example) to install VRayScatter For Maya.

Rendernodes:

  • VRayScatter without activation supports only batch render from command prompt (render.exe or mayabatch.exe) and rendering with vray standalone.
  • For rendering from Maya GUI (render→batch render) activation is required

Version 3.x.x and 4.x now uses only one V-Ray plugin file and since version 4.514 installs only a module, so you have to remove old conflicting plugins:

  • Windows: uninstall previous version of VRayScatter For Maya using the uninstaller.
  • Linux: remove libvray_GeomRamProxy.so and libvray_TexVRayScatter.so from /usr/autodesk/maya-x64/vray/vrayplugins/
  • OS X: remove libvray_GeomRamProxy.so and libvray_TexVRayScatter.so from /Applications/Autodesk/maya/Maya.app/Contents/vray/vrayplugins/
  • DR nodes: manually remove libvray_GeomRamProxy.* and libvray_TexVRayScatter.*

Installation

Please, make sure that you've downloaded the latest version of the plug-in from our forum

To install the program you need to run the VRayScatterForMaya-.exe with the administrator rights.

please note, since version 4.514, installs only a module

Don't forget to quit Maya before you start the installation (please check Task Manager too for any running instances of Maya).

Read the license agreement carefully. If you accept the license the click 'I Agree' otherwise press 'Cancel':

Choose Maya and V-Ray versions:

Check installation paths

Start Maya and enable Load and/or Auto load in Window → Settings/Preferences → Plug-in Manager for the VRayScatter plug-in.

Installation on Windows Rendering nodes

Batch Rendering

install same as workstation but without activation

or manually copy files

Distributed Rendering

Copy vray_VRayScatter.dll from MAYA_ROOTplug-insvrayscattervrayplugins to VRAY_STANDALONE/vrayplugins (or MAYA_ROOT/vray/vrayplugins) on render nodes.

(or whichever folder is used for loading vray plugins from, the folder is usually called /vrayplugins and locates within your V-Ray installation)

For example, from:

to:

Uninstall

To uninstall VRayScatter use the uninstaller: Start menu > R&D Group > VRayScatter For Maya > Uninstall

Activation

please see:http://docs.rendering.ru/en:cerber-protection

General

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Installation On Linux

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Toad for oracle 12.6 download. Unpack the archive, open your preferred terminal application, obtain root permission

Installer has a graphical interface on all supported platforms:

or you can also run text installation mode

Select you Maya/V-Ray versions, files will be copied to the following folders according to your setup, e.g:

NOTE:

  • Change the installation paths depending on your setup
  • change paths in VRayScatterForMaya.mod file according to your environment, if needed

Installation On Linux Render Nodes

Batch Rendering

Same as for workstation, but without activation

Run installer, extract files and then copy across rendernodes

And check .mod file for variables

Distributed Rendering

For V-Ray 'Distributed Render' node installation you only need to copy V-Ray plugin file libvray_VRayScatter.so e.g :

Uninstall

To uninstall VRayScatter For Maya you have to manually remove all the installed files.

Activation on Linux

please see:http://docs.rendering.ru/en:cerber-protection

Installation on Mac OS X

Please, make sure that you've downloaded the latest version of the plug-in from our forum

Unpack the archive, open your preferred terminal application, obtain root permission and start coping files:

Select you Maya/V-Ray versions and copy the plugins. Here is an example for the default paths of Maya 2012 and V-Ray 2.2:

Install the Maya UI files:

Install the V-Ray texture description file:

NOTE:

  • Change the installation paths depending on your setup
  • # - means that command should be executed with root permissions

Installation On Mac OS X Batch Render Nodes

Change directory to where you have unpacked the archive:

Select you Maya/V-Ray versions and copy the plugins:

Install the V-Ray texture description file:

Installation On Mac OS DR Nodes

For V-Ray 'Distributed Render' node installation you only need to copy V-Ray plugins:

Uninstall

To uninstall VRayScatter For Maya you have to manually remove all the installed files.

Activation on Mac OS X

NOTE

Please make sure you always use the registration utility which is supplied with the particular version of VRayScatter For Maya.

Open your preferred terminal application and start the registration utility:

This will generate an VRayScatterForMaya__.id file on your Desktop.

Send this file to mail@rendering.ru (or your reseller). Please, attach copy of you receipt or order number to avoid any delays in communication.

In the nearest time (usually within 24 hours) you will get an email from us (or your reseller) with *.lic license file attached. Save this file on your hard disk.

Start again the registration utility with the path to the license file argument like:

or manually copy this file to ~/.config/RDGroup/VRayScatterForMaya.lic like this:

In case of license malfunction and errors (which can be caused by disk formatting, reinstallation of the operating system or components replacement) you are free to address the developer at any time. Please make sure you download latest version from our forum and generate new *.id file. Send it to mail@rendering.ru to get your updated *.lic file.

However, we reserve the right not to issue a new license in case of total replacement of a PC if the registration request is submitted more often than once in half a year.

ATTENTION! Please always try to email from the same email address you used when you purchased the plug-in. If we can't find your e-mail address from which you sent the ID file in our database and there is no explanation and receipt or order number in you email, your request may not be processed!

Please always attach you receipt or order number to avoid any delays in communication.

VRayScatter Creation

  1. Select mesh or curve object you want to distribute objects at.
  2. In menu choose: Create → R&D Group → VRayScatter.
  3. VRayScatter bounding box and logo will appear. Use it to select VRayScatter.

User Interface

  1. Select objects to distribute (Mesh or VRayProxy) then select VRayScatter and press Add in «Scatter Objects» rollout. This will connect objects to the 'scatterObject' attribute.
  2. If you have added multiple objects tweak the Probability parameter to make all objects visible or use menu Tools → 'Auto Probability'.

Parameters Description

Scatter Objects rollout

  • Color – object's drawing color in viewport.
  • Probability – probability of the object's appearance.
  • Radius – radius of the collision sphere for the collision solving. Default value is 100% - that corresponds to the object size.
  • Height – addition offset of the collision sphere.
  • Penetration – sets the blur of the collisions border areas.
  • Mask color variance – threshold for colorful mask.
  • Hide From Render – hide original object from render.
  • Apply Geometry Transform

Distribution

  • Amount – render objects amount.
  • UV Set -
  • Colorful - use colorful mask; this will place objects by the texture using object 'Draw Color'.
    • Texture
    • Both
  • Texture – distribution mask texture. This could be any Maya texture.
  • Solve Collisions – solve scatter objects collisions.

Distribution Cache

Pattern

    • Random
    • Pattern 1 - Pattern distribution uses UV-mapping to work, thus object must have proper UV-coordinates.
    • Pattern 3
  • Use Density – random position settings include only this one additional option. With it you can set the number of objects (Count) to be located at a single area unit (Per Square). The resulting number will also be fixed with ‘Max Count' option. The area is defined by system units. It means that in the case when centimetres being used in system units one single object will fall within 1 square meter.
  • Per Square
  • Lock Offsets – when this option is enabled you will to control both U and V offsets simultaneously.
  • V Offset – V offset.

Rotation

  • Use – quick control to enable/disable rotation features.
    • Attach
    • X, Z, Y
  • Align To Normal – align object to surface normal.
  • Random – random rotation (for each axis).
  • Texture – rotation texture. Red color represents rotation around X, Blue – Y, Green – Z. Color value 0.0 equals to rotation of 180 degrees to one direction, color value of 0.5 leaves the rotation state unchanged, color value of 1.0 makes the rotation of 180 degrees to another direction.
  • Use X, Y, Z – quick control to enable/disable rotation about each axis when using texture.
  • Texture contrast – quick control of texture contrast.

Scale

  • Use – quick control to enable/disable scale features.
  • Global From/To – global minimum/maximum scale. The actual scale will be a random value between From and To values.
  • Local From/To – per-axis minimum/maximum scale. The actual scale will be a random value between From and To values.
  • Texture – scale texture. Red color represents X scale, Blue – Y, Green – Z.
  • Max Scale – maximum scale that corresponds to the 1.0 color value.

Offset

  • Use – quick control to enable/disable offset features.
  • Along Normal – offset objects along surface normal.
  • From/To – minimum/maximum offsets. The actual offset will be a random value between From and To values.
  • Use Texture – Use offset texture.
  • Texture – offset texture. Red color represents X offset, Blue – Y, Green – Z.
  • Max Offset – maximum offset that corresponds to the 1.0 color value.

Slope Control

  • Invert
    • World Space
  • From/To
  • Invert

Mirror

Distance to surface borders

  • Use – quick control to enable/disable surface border features.
  • Distance – maximum distance from object to surface border in which object parameters will be affected. Actual control parameter behaviour could be defined using Density and Scale ramps.
  • Affect Scale
    • Selected Position
    • Interpolation - None, Linear, Smooth, Spline
    • Selected position
    • Interpolation - None, Linear, Smooth, Spline

Distance to curve

  • Use – quick control to enable/disable curve border features.
  • Distance – maximum distance from object to curve in which object parameters will be affected. Actual control parameter behavior could be defined using Density and Scale ramps.
  • Affect Scale
  • Curve Border Density Ramp
    • Selected Value
  • Curve Border Scale Ramp
    • Selected Value

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Mask curve

  • Use – quick control to enable/disable mask curve features.
  • Projection Plane
  • Mask Curve Attach – attaches selected curve.

Camera

  • Use – quick control to enable/disable camera features.
  • Use FOV – limits rendered objects to only that are seen from camera field of view. Could save some RAM.
  • Distance Far – distance from camera.
  • Affect Density – limits objects visibility to distance.

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Render

  • Use Light Linker - this feature will transfer Light Linker setup from objects used in scatter to instanced objects.
  • Use Subdivision / Displacement
  • Tint Texture - check VRayScatter Texture section for howto.
  • Visibility
  • Visible To Camera
  • Visible To Refractions
  • Render ID Mode
    • Instance Render ID
    • Unique Per Instance
    • Custom Object ID
    • Instance / Proxy Object ID
  • Motion Blur
    • Motion Blur and Velocity Channel
  • Use Rayserver Instancer (WIP, Next)

VRayProxy Animation

This feature works only when scattering VRayProxy and allows to assign different frame offset.

  • Offset From/To – From/To frame offset. Actual frame offset is a random value between From and To.
  • Use Offset Texture - use texture to drive frame offset; black = 'Offset From' value, white = 'Offset To' value.

Viewport

    • None
    • Box
  • Draw Alpha
  • Logo color - color for the locator logo and bounding box.

Bake

This feature allows to 'bake' scattered objects to real Maya objects. Use this feature very carefully because it could add too many objects to your scene.

    • Preview
  • Bake Type
    • Instance - new objects will be linked with one geometry.
  • Duplicate Input Connection

Textures

VRayScatter Texture

VRayScatter texture is used for color randomization of scattered objects.To use this feature do the following:

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Setup VRayScatter:

  1. Enable 'Use Tint Texture' option in VRayScatter's 'Render' rollout.
  2. Setup 'Tint Texture'. You could use any Maya texture to control color variance (like Noise or File)

Setup scattered object (this example uses diffuse color variance):

  1. Add 'VRay Scatter Texture' to diffuse slot. 'VRay Scatter Texture' is located in 'Utilities' section in Maya textures.
  2. Add 'Base Texture' to 'VRay Scatter Texture' if needed

Now render your scene and look at color variance.

License error

if this is happens right after activation, please restart Maya

In case of license malfunction and errors (which can be caused by disk reformatting, re-installation of the operating system or components replacement) you are free to address the developer at any time by sending your request for a new *.LIC file to mail@rendering.ru.

Does not appear in create menu

  • Please make sure all files were placed into right folders.
  • Start Maya and enable Load and/or Auto load in Window → Settings/Preferences → Plug-in Manager for the VRayScatter plug-in.

Log

Check your log for any errors, also from version 4.405.154 you can now setup environment variable ICUBE_DEBUG to 1, this will produce more info from VrayScatter

Other errors

Crack Vray For Maya 2016 On Mac Os

Please make sure you download and install latest version from our forum

If this haven't solved the problem please contact us at mail@rendering.ru, by sending description of the problem together withthe following information:

  • Maya version
  • Some screenshots will be useful

Install Vray For Maya

PhoenixFD ADV 22000 Maya 2016 Vray 3.0 | 38.0MB

Phoenix FD/Maya – 2.2
Emit from texture/color isn't working in the latest nightly builds – resolved.
Fix phx_clouds.ma scene – resolved.
Setting output path for the caches is not working correctly – resolved.
Fix phx_dissipation.ma scene – resolved.
Fix phx_multicolor.ma scene – resolved.
PhoenixFDSource is missing name for the map parameters – resolved.
Improve the Opacity Graph – resolved.
Fix phx_vent.ma scene – resolved.
Most of the render elements do not work in geometry mode – resolved.
The cache path must be exported always with unix type slashes – resolved.
Direct RGB channel access in the fire/smoke colors – resolved.
Add the meter scale as an attribute to the Ocean texture – resolved.
Render gizmo support for Alembic files in VRayProxy – resolved.
Render gizmo should also support VRayMesh – resolved.
Rewinding meshed smoke simulation crashes Maya – resolved.
Phoenix PGroup: 'Render time only' and 'Use Simulator's cache' do not work with motion blur – resolved.
PhoenixFDField doens't work in batch mode – resolved.
Crash when using a texture map with noise – resolved.
Show the actual grid bounding box even if the cache is not loaded – resolved.
Mesher freezes with specific cache – resolved.
Crash when the cell size is set to zero – resolved.
Issue with fire and smoke simulations when changing the render mode – resolved.
Phoenix crashes Maya when using proxies – resolved.
Creating Phoenix nodes in the viewport is not working with viewport 2.0 – resolved.
Crash with nightly builds when using file textures – resolved.
The 'Ocean' attribute should be grayed out for the 'Maya mesh' render mode – resolved.
Ability to create animation loop – resolved.
Referenced simulators should be able to read their cache from the original scene path – resolved.
Phoenix simulation crashes when using animated particle instancer as source – resolved.
Option to turn on/off the RT support – resolved.
Textures for displacement are with flipped y/z axis – resolved.
Particle age render element – resolved.
The Visibility attribute can't be animated – resolved.
Phoenix FD fails to initialize OpenGL 2.0 if Maya was started with a file to open – resolved.
Reusing frames with frame interpolation is not working – resolved.
Add start/stop frame controls for the resimulation – resolved.
Option to simulate with scene data from the end of the simulation interval – resolved.
Phoenix FD is not working properly when referencing the same scene multiple times – resolved.
'No to all', 'Move All' and 'Copy All' buttons with the 'move cache' dialog. – resolved.
Simplify the UI – resolved.
Geometry caching between renders crashes with Phoenix – resolved.
Particle group – 'Render Time Only' should be always clickable – resolved.
Crash with bodies entering the simulator – resolved.
OpenGL error in Viewport 2.0 – resolved.
Fluid attraction toward objects – resolved.
Foam shader – global size threshold for all rendering types (not only fog) – resolved.
Support for motion blurred render gizmos and glass geometry – resolved.
Mesher – resolved.
Bugged UV coordinates in some rare cases – resolved.
Wrong bounding box in Viewport 2.0 – resolved.
Crash with Resimulation when 'Temporary Channels' includes the UVW channel, but UVW For MB is on – resolved.
Ocean texture in Maya – resolved.
Lifespan option for the simple particles – resolved.
Support for instancers and true instancing – resolved.
Instanced geometry is not supported – resolved.
Incorrect simulator wrapping when using as non-solid source – resolved.
Random freezing during resimulation – resolved.
Generate/Receive Caustics options are swapped in the foam shader – resolved.
Foam shader caustics do not work if gi visibility is off – resolved.
Render channel for volumetric normals – resolved.
Geometry mode for the foam shader – resolved.
Particle sources are processed even when they are ignored from 'Scene Interaction' – resolved.
'Disable Liquid Shadows' option can prevent also self-shadowing – resolved.
Direct support for vrmesh and alembic files – resolved.
[design] Remove Preview Color slider – resolved.
Render channel for z-depth – resolved.
[design] Curve and Gradient point reduction – resolved.
Occasional jittering with wavelet turbulence and adaptive grid – resolved.
Wrong position of the particles when resimulating with increased grid resolution – resolved.
Resimulation must automatically change the transparency graph in order to match the base simulation – resolved.
Newly created cells with adaptive grid with jammed wall, are not frozen – resolved.
'Per vertex' Object velocity is not affecting normal geometry (only sources) – resolved.
Intermediate objects must be always ignored, even if they are selected – resolved.
Foam Particles do not follow surface with displacement. – resolved.
Smoothing option for the input cache that can be used to remove grid artifacts – resolved.
Incorrect rendering with emissive lights and Irradiance Map – resolved.
Tooltips in the attribute editor – resolved.
Phoenix render elements are 2 times brighter then they should be – resolved.
Phoenix Particle Group should take into account the lifespan attribute of the particle system – resolved.
[design] Simple method needed for creating a standing volume – resolved.
Improved motion blur using the UVW coordinates – resolved.
[design] Add 'Add Selected Objects' button to Source Objects UI – resolved.
Wrong bounding box calculation with adaptive grid and 'No Below Initial Grid' off – resolved.
Texture animation during simulation is lagging one frame behind – resolved.
Action buttons outside the AE scroll area – resolved.
Phoenix FD Extra attributes – resolved.
Bug with 'Modulate by Velocity' option – resolved.
Wrong simulation with 'Maya Mesh' render mode turned on – resolved.
'Flip Y and Z' option works wrong – resolved.
Ability of the foam and splash size to vary – resolved.
Support for subdivision and nurbs surfaces during the simulation – resolved.
Emission lights do not work with texture source for emission – resolved.
Slow viewport preview even with all channels disabled – resolved.
Sometimes during the simulation the viewport shows wrong/empty frame – resolved.
Incorrect force with 'Wind from movement' in the first frame if the simulation was not started from there – resolved.
Wrong size information in the 'Manual adaptation limits' rollout – resolved.
Phoenix is not working with VRayDistanceTex – resolved.
Foam shader – render time particle reduction – resolved.
Simulation without cache files – resolved.
Simulator do not render with motion blur, velocity channel, 'play speed' set to 0 and 'wind from movement' option turned on – resolved.
Dead lock at the last frame with the new synchronization when time scale is 0 – resolved.
Support for VRayVertexColors texture – resolved.
Grid adaptation must not depend on the max advection step – resolved.
Crash/Incorrect result with quad face sets as sources – resolved.
Wrong emission with intersecting bodies if their sources are animated or the grid change in size – resolved.
Support for instancer in geometry mode – resolved.
Bodies should be able to automatically clear cells inside them – resolved.
Intermediate object affecting VRayDistance texture when used from Phoenix FD – resolved.
Support for viewport subdivision – resolved.
VRayDistanceTex do not update with moving geometry – resolved.
Invalid emission color with sharp graph changes near the zero – resolved.
Lagging animation with parent constraint nodes – resolved.
Wrong body transformation with parent constraint in batch mode – resolved.
GPU preview is not accurate with ignore alpha option – resolved.
Viscosity is working differently in Maya – resolved.
The custom gravity vector should be set in world space, not in node space – resolved.
Phoenix emitter should attach its particles system to the simulator as a parent – resolved.
The emissive lights must produce specular lighting – resolved.
The cache path is not updated properly after changing the workspace – resolved.
Ability to load frames from the base simulation in resimulation mode – resolved.
Foam shader ignores the 'invert gizmo' option – resolved.
Fix the way the .vrscene exporter uses openList()/closeList() to conform to the documentation (may be major break!) – resolved.
The grid size information is not updated properly when using Viewport 2.0 – resolved.
Wrong rendering with VRay 3.0, geometry mode and other geometry inside the simulator – resolved.
Resimulation is broken – closed.

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