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FStormRender for 3ds Max v1.1.8a (updated 11/04/2017)

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  • FStormRender for 3ds Max v1.1.8a (updated 11/04/2017)

    Changes:
    option enabling/disabling color correction or output texture,
    saving many render elements to files at once,
    support of multiscatter/forestpack surface colors for scattering objects,
    auto calculation for adaptivity min samples,
    glare as render element

    Bug fixes:
    incorrect corona bitmap rotation conversion,
    incorrect noise measurement for render passes,
    incorrect motion blur for some modifiers,
    glare dark edges,
    incorrect absorption colors,
    incorrect file naming for RT image saving.

    This build requires 3ds Max version 2014 - 2017, GPU with CUDA support and compute model 2.0 or higher. https://developer.nvidia.com/cuda-gpus

    https://fstormrender.com/download/

    Please let us know if you have any issues with this version.

  • #2
    Thanks Karba,
    "auto calculation for adaptivity min samples" seems to be quite nice.
    So, is it best to keep this option disabled as default for all situations, to let the engine guess the value? Is that right?

    Comment


    • #3
      Originally posted by frzd_m View Post
      Thanks Karba,
      "auto calculation for adaptivity min samples" seems to be quite nice.
      So, is it best to keep this option disabled as default for all situations, to let the engine guess the value? Is that right?
      Yes, it should work well in most cases.

      Comment


      • #4
        Version is updated to 1.1.8a

        Bug fixes: glare dark edges, incorrect absorption colors, incorrect file naming for RT image saving.

        Comment


        • #5
          small issue, and suport max 2018?

          Comment


          • #6
            Originally posted by lhenix View Post
            small issue, and suport max 2018?
            I would love max2018 support too.

            Comment


            • #7
              I,

              "support of multiscatter/forestpack surface colors for scattering objects," what's does it mean? May i now control global color of scatter object with a single texture?

              Comment


              • #8
                Originally posted by lhenix View Post
                small issue, and suport max 2018?
                You are using some non regular fonts. Not much I can do here.

                Comment


                • #9
                  Originally posted by stefano salvatore View Post
                  I,

                  "support of multiscatter/forestpack surface colors for scattering objects," what's does it mean? May i now control global color of scatter object with a single texture?
                  You have to use standard bitmap texture in FP object texture slot and
                  FStorm Object Color texture for assigned material. This way works, I checked.

                  Comment

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