In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:
1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)
2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org
3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
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9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).
10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.
Chaos Group has uploaded a preview version of the next service pack, V-Ray 3.30.01, on their website here:
https://www.chaosgroup.com/en/2/downloads.html?s=v-ray
THESE ARE NOT THE FINAL BUILDS. There is still have some work left on polishing this release, particularly for V-Ray RT GPU. There will be probably one more build before the release, probably in a couple of weeks.
However, for the moment Chaos Group would like to get some feedback on a few of the new features, just to figure out if they are on the right track.
New adaptive sampling algorithm, both for the "Adaptive" bucket mode and the "Progressive" samplers. The goals of the new algorithm are:
The new algorithm is not faster, it just produces images with more consistent quality, thereby reducing the need to fiddle with shading settings in materials and lights.
When loading an old scene, V-Ray will ask whether to switch to the new method or not; you can also switch manually with the following MaxScript command:
renderers.current.twoLevel_adaptiveMethod=N
where N is 0 for the old method and 1 for the new method. New scenes use the new method by default. The switch option itself is not available in the UI.
Option to disregard shading subdivs in materials, lights and GI, with the minimum shading rate remaining the only shading quality control. This option can be toggled from the "DMC sampler" rollout. For new scenes, V-Ray by default disregards shading subdivs. For old scenes, V-Ray will ask whether to switch to the new default.
This means that by default, you have only one shading quality control - the minimum shading rate. Chaos Group has done a lot of experiments with different scenes and various conditions to determine a good default value, which turned out to be 6. There is very little reason to change this value either up or down. In addition, V-Ray recognizes that some objects generally need higher AA (fur, hair, ForestPro) and automatically lowers the shading rate for these objects. The new adaptive sampling algorithm ensures that the final noise levels are still consistent.
The goal with this is to basically remove the need for the user to adjust any quality settings except for the image sampler. You can still do that if you like, of course, but very few people manage to get better render times out of playing with the individual settings, and most people just make things worse. V-Ray knows quite a bit about the rendered scene and it can actually allocate samples quite adequately on its own. Some more improvements are coming in this area too for the next builds.
Dynamic noise threshold for the progressive sampler. This is always enabled by default and there is very little reason to change it; still, it can be turned off from MaxScript with the command:
(the default value is 30).
This works by starting the progressive render with a high noise threshold and gradually reducing it until it gets to the specified value. The result is that the intermediate images have more consistent noise levels by causing the renderer to spend a bit more effort on the noisier parts first. In this way, the user has a better idea of the final image and if the rendering needs to be terminated after a certain time, makes sure that the best possible image for that time frame is calculated. If the render is not limited in time, it eventually converges to the same final image as when the option is disabled - just the way to get there is different.
The difference for many scenes is not actually that drastic, but it does produce images of more uniform quality while the progressive sampler is working. Also, V-Ray will print out the currently reached noise threshold in the V-Ray messages window so that you can reproduce the same quality later on if needed.
Updated sun and sky models (Hosek et al model+ground albedo parameters) plus aerial perspective environment effect. This build also changes the internal spectral RGB color space of V-Ray to sRGB from CIE RGB which we used in previous builds. This affects calculations of the sun and sky, as well as any conversions of Kelvin temperature to RGB colors. For new scenes, the sRGB color space is used. This can be toggled with the MaxScript command:
renderers.current.options_rgbColorSpace=N
where N is 1 for sRGB, and 0 for the old CIE RGB.
The updated color space has two effects:
Raytraced rounded corners. This is enabled by default both for old and new scenes; it can be disabled by setting the "roundedCorners_raytraced" parameter of VRayEdgesTex to "false". This mode enables the rounded corners algorithm to:
Currently this works on the CPU only; Chaos Group has an implementation for V-Ray RT GPU, but it wasn't quite ready for these builds. Planned features - include/exclude objects and an additional bump slot inside the VRayEdgesTex texture. Raytraced rounded corners method is licensed from nVidia, although Chaos Group had to improve the original algorithm a bit in order to make it useful. It works better than the mental ray/iray implementations.
There are also many other improvements that you can see listed in the changelog below. More info about this release is on Chaos Group forums (registration required).
Changelog:
New features:
Modified features:
Top image: Evermotion, Archinteriors vol. 33.
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