After a few months of development and upon the release of VRayforC4D 1.8 , now comes an update to address a number of reported bugs and added or unlocked a number of new features .
Whats New ?
One of biggest changes to 1.9 ( and was the most consuming dev wise ) was the improvement of the object handling system ( more or less ) . and this change is not only setting the ground basses for VRay 3.0’s Core but its also a big improvement for the current build , you can find more info about that in the link at bottom of this page ( vrayforc4d forum ) .
DR : On The fly 2D baking for C4D Shaders
Yes , you can now use almost all Cinema 4D shaders with Distributed Rendering . Thanks to the new baking system , vray can now bake C4D 2D* shaders and send them as additional assets to the other machines on the network , no manual converting needed anymore , simply choose the resolution and render away !
VRay Distance Shader
The distance shader has been enabled for this release , with this shader we are able to generate a procedural map based on the distance of a number of objects ( similar to an extent to the proximal shader of c4d ) . This map can be used later on for different kinds of applications due to its proximity advantage and the fact that its faster to render than other proximity based shader such as the Vray Dirt shader . its worth mentioning that this shader can be used as a render boolean .
To use this shader simply choose the objects you want to generate a proximity map between them , add the Vray Distance shader where desired and then select the objects to add them to objects box within the shader .
The Distance shader is pretty much self explanatory and has simple controls overall , used creatively u can really do some interesting things with it . in the image below you can you can see the distance shader used as a render boolean . There are two example files attached and both different but the approach is similar and its by adding the distance shader to Alpha ( material wight ) channel of vray . please make sure to download the file to examine the two setups closely ( there will be a separate detailed tutorial on the distance shader ) .
VRay Advanced Material changes
1.9 has some changes that also include the user interface , the new specular layer layout is aimed to simplify the process and improve the creation of vray materials , the Fresnel IOR is now on by default and a link box for the specular highlights and glossy reflections has been added , also you no longer have to hide ( or fold ) the transparency options each time you use the fresnel IOR and that will be done for you by vray , this also includes some of the controls for the highlight and the reflections parameter . you may also notice there is no longer a reflection layer and that’s simply because reflective materials can be easily achieved using the specular layers .
A Simple option has now been added to allow to save and load your list of passes , the list now be accessed via python to allow python scripts to make changes to it . its indented to improve the current interface and the way it works in the future based on user feedback* .
New Workflow Tools
A VRay light and Camera listers have been added as additional plugins to VrayforC4D to help manage lights and physical cameras . in addition to that you can now also find a DomeLight Texture preview tool , this tool allows you to see your current used texture under the dome light , very helpful for HDRI lighting via the dome light .
A shader controlled Radius parameter for Dirt
This new parameter allows you to add variations to the radios of the dirt shader using any kind of texture or shader .
There is more changes for this new update have been included as well as a lot of bug fixes , some of the features were covered in the video above while other aren’t , for a full list of changes and to get 1.9, please refer to the vrayforc4d forum .