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FStormRender for 3ds Max v1.2.10a (updated 20/12/2018)

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  • FStormRender for 3ds Max v1.2.10a (updated 20/12/2018)

    Changes:
    • diffuse velvet parameter
    • bitmap triplanar mapping
    • optimized circular and chips noise textures
    • "pbr" glossy scale for compatibility
    • increased minimum glossy effect

    Bug fixes:
    • crash on 3ds max 2019.3 update
    • random forest pack crash
    • incorrect 3ds max 2018 material emission slot behaviour
    • random gpu errors
    • broken portals orientation
    • incorrect UI elements placement in GPU manager

    This build requires 3ds Max version 2014 - 2019, 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
    Is it possible in "two words" about "pbr glossy scale". When should it be used?

    Comment


    • #3
      Originally posted by SkyMaster View Post
      Is it possible in "two words" about "pbr glossy scale". When should it be used?
      +1 Also please update the Manual ... need to know about Triplanar and the best way to use it please

      Comment


      • #4
        You have to wait. I can't do many things at the same time. Manual is quite time consuming.
        If you are not sure what "pbr glossy scale" is for, than you don't need it. It is mostly for compatibility with 3rd party softwares using "pbr standard".

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        • #5
          Version is updated to 1.2.10a

          Bug fixes:
          • incorrect 3ds max 2018 material emission slot behaviour
          • random gpu errors
          • broken portals orientation
          • incorrect UI elements placement in GPU manager

          Comment


          • #6
            Andrey, have by default the "velvet to 0.08" can cause differences in the materials of the old scenes?
            Thanks

            Comment


            • #7
              Originally posted by lele View Post
              Andrey, have by default the "velvet to 0.08" can cause differences in the materials of the old scenes?
              Thanks
              this value should give you almost the same material look. 0.0 may give slight difference. This is why I use 0.08 value.

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