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The Irradiance Map, Light Cache and Caustics Disc Caching options have been re-designed and simplified.The Interactive mode always renders progressively, so the option is not needed Enabling Interactive Rendering mode now automatically hides the Progressive toggle.Implemented Camera Focus Source drop-down menu.Exposure toggle has been added to the Camera parameters.The Camera settings have been reorganized.Rendering animations without an output image file path specified is now possible.Materials from the Library can now be applied directly to the selected scene objects by Right-click / Apply to Selection.The Copy / Paste functionality has been removed due to its potential to cause discrepancies and is no longer needed thanks to the replacement functionality A second material can then be replaced with the first one automatically changing the scene shader assigned. A material can be selected and used as a replacement. Implemented Replace Material functionality in the Asset Editor’s material list.It speeds up or slows down the movement of the wave The Water texture can now be used as bump or displacement map for animated waves with the help of the new Movement Rate parameter.Batch camera positions now completely match the pre-defined scene views
Using small Scene Transition and Scene Delay values and rendering animation now leads to much more predictable outcome. Batch and Animation rendering have been improved.It calculates the global illumination for the entire camera path and significantly speeds up the process of rendering camera fly-through setups The option becomes visible once Animation is enabled. Implemented Use Camera path option (for the Irradiance Map and Light Cache engines).
Changing Bucket Production Rendering to Interactive and back no longer requires additional steps Enabling the Interactive rendering mode no longer switches the progressive image sampling toggle.
The new element is supported by the GPU (Hybrid) engine Each element can store three (R, G, B) masks. The number of unique IDs assigned determines the number of Multi Matte elements that will be created at render time. It works together with the V-Ray Object ID assignments in the scene.