View Full Version : cebas FR2 SP1 released
dann_stubbs 12-23-2005, 08:07 PM i just got my email letting me know that FR2 service pack 1 is released!
downloading now, but figured i'd start a thread for people to post new features, changes or other info (hopefully not bugs of course)
with hair and FR2 now this will be a interesting holiday vacation week for many...
dann
|
|
dann_stubbs
12-23-2005, 08:31 PM
i just got my email letting me know that FR2 service pack 1 is released!
first question.
it seems IPClamp and the DR part of FR2 do NOT have to be updated? is that correct?
thanks - i just want to get started on the right foot.
dann
Ernest Burden
12-23-2005, 09:31 PM
it seems IPClamp and the DR part of FR2 do NOT have to be updated? is that correct?
I hope for an answer before doing anything.
Is this the fix to the problem of using 9.52 as a host? I hope so, since I didn't add 9.52 so as not to screw with the FR2 function.
Is there a readme with the SP so we know what is different?
OK, now I see the thread in the main section. Edwin addressed everything.
jackb602
12-23-2005, 10:58 PM
Great news! I hope this clears the decks for the OS X version to appear soon.
Jack
In the "Read This!" Readme..."If you are installing this as a Service Pack, then you do not need to reinstall IP-Clamp!"
xeno3d
12-24-2005, 02:37 AM
the frstation is dated 12/23/2005
I installed it on my laptop here and all is well with DR
trescool
12-24-2005, 01:12 PM
Update installed .
Its all good.:cool:
Everything seems to be working fine.
No "IP cramp" issues.
AdamT
12-24-2005, 01:26 PM
Anyone know what's new in this release, aside from the stability fixes?
xeno3d
12-24-2005, 01:38 PM
from the manual...
New Features:
1. The raytrace shader node is now able to render physically based dispersion effects. Spectral rainbow color banding as it appears with glass objects can now be simulated in a realistic way.
2. Physical Sky North indicator. The Physical Sky model has now the option to use any CINEMA 4D object as a North indicator.
Other Changes:
New Sample File "north_indicator.c4d" added to the GI-Rendering folder.
Fixes to several sample scenes with motion blur.
Updated Manual and fixes to some descriptions
Bug Fixes :
- Soft shadows artefact
- Crash with FR-Image and edge detection.
- Multiplier Value of the Displacement Tag not being taken into account
- texture tag/restriction: when a material has assigned an empty
selection the material must be restricted for the whole object.
- standard mtl/alpha channel: Added use "image alpha" support.
- standard mtl: missing shadow for raytracing based shadows.
- standard mtl": decal mapping working inverse for shadows.
- checkerboard shader: incorrect placement for shadow calculation.
- shadertree's checker (fR and CINEMA versions). Artifacts in some
situations with spherical/cylindrical mapping.
- Lights/visible light: when more than 1 light has visible selected...
only the first one appears in rendering
- some intersection problems solved
- problems with c4d NET and licences fixed
- Now shadowmap rasters last row/column
- Size of Arealights under 9.5 / RC1
- Crash when dragging objects in the shader tree
- Crash at rendering / SP1B4
- Soft shadows and motion blur
- Distributed rendering issues
- Noise name spelling
- Displacement tab spelling
- AQMC setting - spelling
- some shader crashes with GI
- many changes/fixes to shadows and transparencies
- DOF not working correctly fixed
- some problem with GI
- shading normals fixed
- crash in displacement fixed
- camera motion blur looks incorrect, fixed
- Big problems with Caps from Nurbs objects
- motion blur and raytrace node rendering bug
- added "angle" option to area shadows
- added volume caustics to the volumelight
- problems with uvs fixed
- fixed trails option
- time not set for sec. rays, fixed
- bug in matrix rotation interpolation, switched back to more
conservative interpolation (stable version)
- normals not transformed correctly with motionblur, fixed
- fixed problem with hierarchical textures
- added dispersion to raytrace node
- "remove unused materials" not working, fixed
- save maps to project not working with shadertree, fixed
- cut/copy material to different scenes not working, fixed
- added runtime dlls needed to run fR
AdamT
12-24-2005, 01:58 PM
Thanks, sounds great!
Ernest Burden
12-24-2005, 03:48 PM
Really, really, fantastic. This means I can install 9.52 and get the better FR2.
Merry Christmas!
nycL45
12-24-2005, 05:36 PM
fR2Sp1 sounds great.(Standing outside in the cold with nose pressed up against the glass. Well, off to play with M~R beta.)
lllab
01-04-2006, 11:12 AM
great,
this is how it should be- thanks for the service update!
cheers
stefan
AndyMcc
01-04-2006, 08:19 PM
Noise for light visibilty? Materials on lights? RPC? PSD Support?
I own this and dying to use it, but it doesn't work with the basic type of scene I do. I have wasted money so far.
Here is an example:
C4D native render time on PD 3.2: 0:38
http://img287.imageshack.us/img287/8389/c4dtest00003il.th.jpg (http://img287.imageshack.us/my.php?image=c4dtest00003il.jpg)
fR2 (NO GI) distributed with a PD 3.2, P4 3.0, P4 2.7 and a PM 1.8: 29:33 (!!)
http://img307.imageshack.us/img307/8845/fr2test00005lm.th.jpg (http://img307.imageshack.us/my.php?image=fr2test00005lm.jpg)
I don't think there is anything wrong with my set up. If a do a more traditional scene it smokes C4D big time. I put a dozen or more of these lights in a scene and it is completely unusable. I also NEED RPC and have hundreds of psd files I use all the time.
I have tried all sorts of light tags, options, materials, etc... If anyone wants to give it a shot go for it. (non-commercial use)
lllab
01-04-2006, 08:39 PM
yes, besides GI, AA, MB etc cinema is a lot more speedier in some other things!
my dream is still a new ARv10 with buckets(DR) fast &beautiful GI etc.
plus a shader tree option like FR...
then AR would rock
cheers
stefan
AndyMcc
01-04-2006, 08:41 PM
38 seconds versus 29 minutes seems beyond comprehension.
moka.studio
01-05-2006, 08:28 AM
Noise for light visibilty? Materials on lights? RPC? PSD Support?
I own this and dying to use it, but it doesn't work with the basic type of scene I do. I have wasted money so far.
Here is an example:
C4D native render time on PD 3.2: 0:38
http://img287.imageshack.us/img287/8389/c4dtest00003il.th.jpg (http://img287.imageshack.us/my.php?image=c4dtest00003il.jpg)
fR2 (NO GI) distributed with a PD 3.2, P4 3.0, P4 2.7 and a PM 1.8: 29:33 (!!)
http://img307.imageshack.us/img307/8845/fr2test00005lm.th.jpg (http://img307.imageshack.us/my.php?image=fr2test00005lm.jpg)
I don't think there is anything wrong with my set up. If a do a more traditional scene it smokes C4D big time. I put a dozen or more of these lights in a scene and it is completely unusable. I also NEED RPC and have hundreds of psd files I use all the time.
I have tried all sorts of light tags, options, materials, etc... If anyone wants to give it a shot go for it. (non-commercial use)
Did you submit your requests to Cebas?
As far as RPC, it is a proprietary format, so the bridge needs to be developed by the makers of RPC, as far as I understand it.
CGTalk Moderation
01-05-2006, 08:28 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.