Lista de bugs dos renders

Por: mucio  

Em: 08/10/2007 20:03

Oi galera, vou postar aqui a lista de bugs do Mental Ray e do V-Ray para vocês verem a diferença. Quem tiver a lista de bugs do Final Render, Maxwell, Fryrender, Brazil Render, postem aqui também para gente comparar. Lista de bugs do Mental Ray 3.5 (*)The shader does not work with mental ray core version prior to 3.3, this is due to a newer and required version of the KD tree. - Solução: Use 3.3 or later. (*)SDS (SubDivision Surfaces) are not supported yet - Solução: Convert to polymeshes or NURBS. (*)Network parallelism is not supported yet. (*)Absorption and scattering coefficients may require 4 or more digit numbers after the comma, some OEM UI's show only 3 digits in regular field numbers. However, extra digits are interpreted correctly. (*)Objects should have an entering and exiting surface in order to store photons correctly, open surfaces/meshes/sds (when supported) may cause storage problems. - Solução: Model with an eye on the storing process, think volumetrically. Lista de Bugs do V-Ray 1.5 (*) "Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug); (*) Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing; (*) Problems with 2D displacement (RC3 bug); (*) Automatically created VRaySky did not have a name; (*) Horizontal scrolling problems with the V-Ray messages window; (*) VRayOverrideMtl could cause 3dsmax to crash; (*) Multi/subobject material inside a VRayBlendMtl etc. did not render; (*) 64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement; (*) Some rare raycaster precision errors were fixed; (*) Starting/finishing rendering could be extremely slow in 3dsmax R9; (*) VRayHDRI always took at least 10 MB of memory, regardless of actual image size (RC3 bug); (*) Incorrect irradiance map density and texture sharpness when using camera clipping planes; (*) Missing files (textures/VRayProxies etc) were not always detected correctly; (*) Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly; (*) Standard materials with transparency did not render properly (RC3 bug); (*) No motion blur for ParticleFlow on 64-bit 3dsmax; (*) Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files; (*) Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug); (*) Textures with mapping channels greater than 1 are now correctly shown in the Material Editor; (*) The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights; (*) VRayBlendMtl did not list the blend textures as sub-anims; (*) If "Render to raw image file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering; (*) The parameters of VRayMtlWrapper did not have proper names in Track View; (*) If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black; (*) VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries; (*) The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB; (*) A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc); (*) Problems when rendering animations in DR mode with light cache as both primary and secondary engine; (*) Small rectangle area lights could produce artifacts for points lying close to the light plane; (*) Somewhat better memory management for proxies and dynamic meshes; (*) Crashes with VRayFur on animated objects when using motion blur; (*) Incorrect environment color with several VRayLights in "dome" mode; (*) "Crop" render mode with the V-Ray VFB did not work for animations; (*) Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc); (*) VRayBmpFilter did not always display its bitmap texture successfully; (*) VRayBmpFilter could produce invalid colors; (*) Photon mapping could produce wrong GI on transparent surfaces; (*) Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map; (*) Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode; (*) Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping; (*) Incorrect sampling with gamma color correction when some of the pixel RGB components is zero; (*) In 3dsmax 9, VRayMtlWrapper, VRay2SidedMtl, VRayOverrideMtl could crash when reset from the Material Editor; (*) Some V-Ray materials (e.g. VRayMtl) did not reset when the "Reset" button from the Material Editor was used; (*) The contents of the V-Ray VFB was not cleared regardless of the "Previous render" option in the System rollout; (*) V-Ray sun could produce brighter highlights than is correct when its size multiplier is much greater than 1.0; (*) Banding with very small spherical VRayLights; (*) SSS with VRayMtl did not work properly with intersecting refractive objects; (*) Problems with dome light and matte/shadow materials with GI on; (*) VRayBlendMtl in additive mode produced incorrect alpha channel; (*) VRayHDRI did not free is memory with the freeSceneBitmaps() MaxScript command; (*) Crash when rendering disconnected Particle Flow events; (*) In 3dsmax 9, clearing a texture in VRayMtl could cause a crash, if the texture is visible in the viewport; (*) In 64-bit 3dsmax, the Dynamic raycaster memory spinner was still limited to 4096 MB; (*) In some cases VRayFur did not render properly; (*) Wrong mapping coordinates for VRayFur when motion blur was enabled; (*) Incorrect velocity G-Buffer channel due to camera movement for scaled cameras; (*) Distortion map for VRayToon had no effect; (*) Light cache prefiltering ignored GI surface IDs; (*) VRayLight's appeared in reflections for objects excluded from the lights; (*) Light cache files saved on 32-bit machines did not load properly on 64-bit machines and vice-versa; (*) When rendering a high-resolution image with the "Hilbert" region sequence, V-Ray could crash; (*) A light which had "Affect diffuse" option off still contributed to the diffuse lighting channels; (*) When mass-editing V-Ray object or light properties, greyed out properties with different values across the nodes were incorrecly applied to the nodes; (*) Area VRayShadows with Box type did not respect the rotation of the light; (*) DR render slaves crashed when photometric Linear or Area lights were contained in the scene; (*) VRayFastSSS displayed black in the viewports; (*) VRImg2Exr tool gave error when converting large .vrimg files rendered in "region" mode; (*) MaxScript error when adding VRayCausticsMap to the RTT bake elements; (*) When rendering animations with DR, slaves faster than the client machine could fail to contribute to some of the frames; (*) Using RoyalRender client as a service caused a wxWidgets error when no-one is logged on the machine;
Múcio
"(*)Absorption and scattering coefficients may require 4 or more digit numbers after the comma, some OEM UI's show only 3 digits in regular field numbers. However, extra digits are interpreted correctly. (*)Objects should have an entering and exiting surface in order to store photons correctly, open surfaces/meshes/sds (when supported) may cause storage problems. - Solução: Model with an eye on the storing process, think volumetrically." Na verdade isso não é bug, é o cara que configurou a cena errado fazendo dar esse erro.. por que o mental ray "pensa" de maneira fisicamente correta para gerar esses efeitos, então se você fizer uma configuração ou algo que não esteja de acordo, o mental ray não vai conseguir interpretar o que está havendo na sua cena. Existem outros erros desse tipo aí, vira e meche chega alguem abrindo tópico perguntando o por que essas coisas acontecem.
Nossa o V-ray é só isso? hahah tá ficando bom :)
q q tao falando mau do vray, hahaha

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