Dpit V4 - FinalVersion

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Dear DPIT users,

this is the complete list of changes for from V3 to V4.

v4.00.00b

(FIXED)

  • PlantVolume: Point Stretch bug fixed

  • PlantVolume: not working with deformers fixed

  • PlantWind: “only splines” crash fixed

  • DPInstantTree: disappearing branches fixed

  • DPInstantTree: point stretch bug fixed

  • Fluids: (vorticity & fluid) particles injection wrong translation fixed

  • Fluids: Wrong alignments for particles fixed

  • Fluids: Memory Leak from “unkilled” FluidParticles fixed

  • Fluids: Boundary turbulent behavior improved

  • Fluids: When a channel was cached but it wasn´t there then it crashed

  • Fluids: Force injection bug fixed

  • FluidParticles: attach object crashed for rendering

  • Fluid Smoke Shader: Contrast bug. 100% meant “no contrast change”.
    Now 0% means no change. Old scenes must be adapted!

  • Fluid Smoke Shader: Smoke Shader Use custom shadown bug fixed

  • Fluid Smoke Shader: Casting shadows bug fixed

  • Fluid Smoke Shader: Receiving shadows bug fixed

  • SimpleParticles: Polygon Selection bug fixed

(CHANGES & ADDITIONS)

  • SimpleParticles: Motion Blur support added

  • SimpleParticles: Polygon modes can now use a channel shader for emission location control

  • SimpleParticles: Active object is now linked directly if appropriate

  • SimpleParticles: Object Translation taken into account for collisions

  • Atmosphere: shader intensity added

  • PlantVolume: now uses a link field instead of a child

  • Fluids: advection steps now support Multiprocessors

  • Fluids: Solver option added
    o Natural Gradient is the more natural but slower solver
    o Gauss-Seidel is a relax solver. It´s faster especially at higher grid sizes, but the quality is lower.

  • Fluids: RAMtoDisk Caching added (allows to write the current RAM cache to Disk)

  • Fluids: Cache Frame (this allows to cache only the current frame. Good to “freeze” the current fluid state. Useful for still renderings).

  • Fluids: Some internal Fluids improvements

  • Fluids: File Format changes

  • Fluids: Added Flowmaps. This adds rich details to lower grid sizes.

  • Fluids: internal boundary update changes

  • Fluids: Core calculation changes

  • Fluid Slaves: interface changes

  • Fluid Slaves: Wind noise options added

  • Fluid Slaves: Smoke, Heat, Pressure and Wind can now be injected in world space. This makes the animation more scalable. So the low-res and high-res renderings will match much closer with this option activated.

  • Fluid Smoke Shader: 35 Smoke Shader presets added

  • Fluid Smoke Shader: Shading Map renamed to Light Map

  • Fluid Smoke Shader: Smoke Shader Light Map calculation now supports Multiprocessors

  • Fluid Smoke Shader: changed default values

  • Fluid Smoke Shader: Light Map “Proportional” option added

  • Fluid Smoke Shader: Shadow Transparency support

  • Fluid Smoke Shader: Reflection, Refraction, Transparency support

  • Fluid Smoke Shader: Shadow Density added

  • Fluid Smoke Shader: Added Noise Density

  • Fluid Smoke Shader: Noise Density can now be based on fluid velocity magnitude

  • Fluid Smoke Shader: Noise can now be taken into account for selfshadowing

  • Fluid Smoke Shader: when using “wind velocity” density base for smoke and heat, the max. speed is now calculated automatically.

  • Fluid Smoke Shader: Added Flowmaps support for noises. There must be a flow map and a velocity field present (either on-the-fly or cached) to use this feature!

  • DirtyTag: icon changed

  • Global: German Strings Updated

  • Global: Final interface changes

v3.99.99

(FIXED)

  • Extruder and ExtruderDeformer have wrong translations
  • SimpleParticles forget the last point/poly for the emission
  • SimpleParticles 0-Scale bug
  • Fluid Mesh didn´t work correctly when sensei was offset

(CHANGES & ADDITIONS)

  • New Demo cycle
  • Massive Smoke/Fire rendering speed up by Shading Maps
  • General renderspeed optimised
  • Hit Step added to Smoke/Fire Shader
  • Fluid First Frame handling improved. This should be much faster now
  • German Strings added
  • FluidParticles can now also be created directly by the Fluid Slaves
  • Clouds Material removed (It was only an experimental element)
  • General interface changes

v3.99.98

(FIXED)

  • Create Fluid Setup Crash on MAC
  • 4d particle modifiers crash in R10 when used in a “Forces” include list (Fluids, Particles…)
  • Waverine “RMultifractal” noise produces artefacts with octaves >2.
  • Collision tag collisions when source object rotates (in SimpleParticles for examples) doesn´t work correctly.
  • Fluid Shadows bug
  • CloneDummy doesn´t produce a box and doesn´t work with hierarchyInstances therefore
  • Collision Tag only collides against polygon normal direction
  • Sky and Atmosphere shaders have no interface in the MM
  • MountMonkey stability increased
  • Fluids: Caching bugs fixed

(CHANGES & ADDITIONS)

  • Improved Fluids redrawing
  • Smoke/Fire shader internal improvements and several fixes
  • Fluids Display improvements
  • Improved slave emitter shape detection
  • Fluids: Cache to Disk added
  • Fluids: Caching of Heat & Smoke now possible
  • Fluids: RAM Cache can now be used for rendering
  • Smoke & Fire Shader does now show the heat channel in the preview
  • Atmosphere now has a “ground offset” to shift the ground point
  • R10 specific version now added

v3.99.97

  • Advanced Fluid Engine for gaseous phenomena
  • Massive internal code changes for PlantVolume
  • PlantVolume Distance effects & More
  • Hair engine
  • PhysicalSky & Atmosphere Shaders
  • SimpleParticles particle system
  • Landscapist Rewritten
  • MultiToolBrush (MTB)
  • Transplant MTB support & Grey-value based placement
  • MultiVariance: Interface improvements
  • MultiVariance: Huge speed up!
  • MultiVariance: Added new modes
  • PlantLength: Fixed all bugs - multisegment spline support
  • Transplant: Color tab added - Place by Grey value here
  • Transplant: Backface culled placement added
  • Transplant: New placement options added
  • CollisionTag: Added Spawning support - All spawning features are defined here as they happen when colliding. If you don´t define a spawning emitter, the emitter the colliding particles come from will generate the spawned particles. Using a different one allows to use different dynamics, color, objects etc..
  • Leaf Object: Changed the bending algorithm
  • Leaf Object: Keep Length added
  • Extruder closed polygons bug
  • DPIT Menu added
  • New Converter Object

(Removed)

  • SplineConverter
  • NatureLibrary
  • DPIT R1 Object
  • DPIT Master
  • TangentTool