We are pleased to announce that Caustic Visualizer 1.0 Beta 2 for Autodesk 3ds Max 2012 and 3ds Max 2013 is now available on our downloads page.
Caustic Visualizer for Autodesk 3ds Max offers broad compatibility with native Max and Mental Ray materials and lights, including the MIA materials, and its performance can be improved by several orders of magnitude when used with a Caustic Series2 ray tracing acceleration board.
We’ve started the open beta programme only a month ago but take up rate has been amazing and the press has been writing rave reviews. Mads Drøschler, owner at Freakynest, is already using it in his day to day design workflow and the results are extremely exciting. Users are amazed at the level of complexity the Series2 cards are able to handle while results are generated almost in real time; a scene that used to take minutes or hours to render can now be previewed in a few seconds thanks to our ray tracing technology.
With this beta release, we have focused on the area of 2D texture map coordinate controls, as users who have been using our Caustic Visualizer 1.0 Beta 1 for Autodesk 3ds Max have requested new features through our dedicated forum. We are now planning for larger and broader improvements so keep that feedback coming.
New features for Caustic Visualizer 1.0 Beta 2 for Autodesk 3ds Max
This is a list of the fixes and changes we’ve made since Caustic Visualizer 1.0 Beta 1 was released last month:
- BRMAX-447 Color Correction map in the Environment/Background no longer crashes
- BRMAX-413 ‘Scene translation’ errors no longer occur when using the Composite map with sub-textures like Checker
- BRMAX-418 Fixed a crash that could occur when using a bitmap texture with a bad file path
- BRMAX-84 2D texture coordinate options aren’t fully supported (e.g. Tiling, Mirror, etc). There are still a couple of known issues, but most options are fully supported. Disabling tile and mirror will not properly create “decals” yet, and Planar from Object XYZ is also not properly supported. There are also a couple of minor mismatches remaining when using shrink wrap and other environment modes that will be fixed in the next release.
- BRMAX-83 Changing a 2D texture from Texture to Environ mode (or vice-versa) is now properly supported and will no longer cause compilation errors.
- BRMAX-470 Fixed and issue with Perturb mode bump mapping (the default), that was causing the bump to be object scale dependent. The bump amount should now be a much better match for mental ray.
- BRMAX-449 StdMtl: Reflection map amount is now properly supported
- BRMAX-406 Fixed a crash that could occur in scenes with high numbers of samples
There is a known issue with Caustic Render Options -> Multi-Pass Rendering -> Min Passes, where it the Visualizer effectively takes twice as long before Adaptive Sampling starts considering whether pixels are finished but that is why beta releases are for: finding bugs and crushing them.
We are rapidly gearing up for a release candidate and can’t wait to see new levels of performance and brand new features being implemented in future editions.
In the meantime, we’d like to say thanks to all of you who have downloaded our Caustic Visualizer package and have continued to provide feedback. We would like to hear more from you and hoping to see more images.
Come see Caustic Visualizer and the Series2 boards in action
We will be at several conferences and expos within the next couple of months so make sure you come and say hello. Daniel Levesque and Mads Drøschler will be at the EUE2013 in Utrecht (June 27th – 28th) to demonstrate the Caustic Visualizers for Autodesk 3ds Max and Maya and show their benefits on production workflows. Their presentation will include live demos using Caustic’s new R2500 ray tracing accelerator board and a lucky attendee will leave the conference with our shiny new toy.
Another two of our favourite trade shows are just around the corner. Visit our booth at SIGGRAPH 2013 in Anaheim, California (July 21st – 25th). We are working on some pretty impressive demos, so make sure your drop by and learn how they were created. We will be bringing a few certified workstations with our Caustic Series2 boards so you can interact with our technology and better understand it. Our artists will also be on booth so you will have the chance to meet leading international innovators who are working on the bleeding edge of computer graphics and interactive ray tracing techniques.
After SIGGRAPH, we’re off to Gamescom in Koln (August 21st – 25th) for a rollercoaster of new release in the gaming world. We will be located in the GDC Europe Business Lounge at Gamescom, if you would like to arrange a meeting please contact us at firstname.lastname@example.org.