We made a build but it is wrong and Arthur who builds it is away this afternoon. So I hope he can re-build it later today.Â
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Here is the latest build notes though:
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Update 1:
Fixes:
- When bloom and streaks where removed fog was not visible
- In 1* fog was never visible
- Custom AutoUV didn't set all texture and custom settings
- Custom AutoUV and base materials of Lumion couldn't use the original texture UV
- Some new scenes had SSOA range on maximum and a water model in the void
- Our rotated grid AA was not active in 1920x1080 and 1280x720 screenshots
- On ATI cards car colors where black while painting
- Sometimes a material initialisation file didn't load and reinited the material
- Freeimage now uses a different dll name to avoid collision
- Fixed a few issues with bloom improving performance and memory usage
- Deleting and adding a new object with the same name now works
- The white landscape option had a problem with the correct shader
- The landscape set icons now update correctly the first time you load a landscape
- Reloading a model had a problem if surfaces where removed
- We had a library inconsistency with the FBX reader plugin resulting in rotated models
- Fixed problem when saving image sequences. You can properly save all image sequence types
- Standard material will now have correct reflection when not defining a custom bumpmap
- Fixed a problem with moving the imported models to a new layer
- Glass shader didn't clear its texture if not used
- print resolution photo had an antialiasing problem also in low memory mode the antialiasing was incorrect
- on ATI cards characters had incorrect rotation when moving them with the move items movie effect
- the home menu text was not visible on a 2500x1600 monitor
Added / changed:
- When icons are at the exact same position they will now get a small offset this works up to 5 icons maximum
- Added 2d billboard material for custom billboards that face the camera
- Added DDS and PNG to texture loaded dialog
- The LOD of trees for final movie and photo is now 10 times further
- Q and E now move up and down the camera
- Added tangient calculations for original UV maps for use with Lumion material system
- Moved the help button so incidental click is reduced
- Created a paging system for materials so that you can have more materials on a model
- In record mode sliding now also sets the exposure and focal animations
- Stopping an animation uses the camera at the moment of stop as the new camera
- Playing shows a play bar in record mode
- Renamed the custom materials and gave new icons and new slider names
- Default settings for materials changed
- Selection of materials for new materials is now order dependend
- Siderock parameter now also works for the rock material
- Deleting a custom object from the library deselects that model
- You cant delete a model from your library that is in use
- Panning now also works with shift to make it faster
- Pressing G in advanced move now always puts the object on the ground
- The camera now stops moving quicker
- In advanced move rotate is now relative
- Shadow range can now be set from 0 to 2 which changes the far ranges from 400 to 1500
- In advanced move mode shift moves the current selection plus dragging object
- You can now add effects over the whole movie making it easier to move people and cars
- You can now have different water settings per material
- There now is a movie effect that lets you control the reflection point range and type
- you can now also use move item on imported models
- the layer select context menu now shows which layer the clicked model is in
- you can now lock all movement of objects through its context menu
- when using the space command rotation is now retained
- when using F11 to go to full window pressing CTRL + F11 will go to full screen with the resolution of the desktop
- you can now see the path of items in move item mode
- characters show their rotation in move item mode
- new flowersÂ
- new cowsÂ
- new bushesÂ
- new misc itemsÂ
- updated turbines correct size
- you can now use overscan rendering to avoid SSOA problems and God ray problems (fog shadow)