This way the scene shaders are optimal for both management and rendering New materials are created lean with the option for other attributes to be added later. The list of attributes includes - Translucency (Two Sided), Bump, Displacement, Raytrace Properties, Override and Material ID. An ‘Add Attribute’ button is added next to the ‘Add Layer’ one below the material preview. Attributes are sets of options that can now be created or removed for each material.
They work for both native and V-Ray materials
SpotLight Cone and Penumbra angle sliders’ min and max values are now correct.The additional parameters are no longer grayed out when the Blades option is disabled The Advanced Camera / Bokeh parameters have been updated and made more user friendly.Use the Auto Values controls to get the most recent results and apply them to the camera Automatically calculated exposure and white balance values can now be applied to the scene camera.Unlike the Material ID Color element, it does not require adding Material ID attributes to all scene materials It generates randomly colored selection masks based on the material assignments in the scene. Material Random Color render element is implemented.To disable this behavior uncheck the new ‘Use Mtl Override’ option Proxy Scenes are now by default affected by the global Material Override.It disables the global Material Override effect for all material slots using plain colors ‘Use Mtl Override’ option added to the Proxy Mesh asset.Proxy Mesh assets using the new built-in material system (described in the previous point) now automatically store the materials when saved to the library (or exported as.Use the slots to assign materials to the Proxy without having to rely on a Multi Material A set of material slots is automatically generated as part of every Proxy Mesh asset.Lights and V-Ray objects, such as Fur, can also be included vrscene file containing geometry and applied materials. Partial Proxy Scene export implemented.The new engine takes advantage of the RT Cores (dedicated to ray-tracing calculations) of the new NVIDIA RTX cards which leads to average speedup of 40% Going back and forth between the two engines will only modify what devices are used, so there’s minimal effort to compare the two to see which works best for your scene. The image results produced by the new engine are identical to the ones rendered in CUDA mode (previously called GPU). The engine selector now presents three options - CPU, CUDA and RTX.