这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: ##xvuLy-6 V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
a9{NAyl<oo 调试着色 - 轻松隔离纹理、
材质和几何体,以帮助调试 V-Ray IPR 和 V-Ray GPU IPR 中的大型着色网络。
,i<cst)$u V-Ray 卡通明暗器 - 快速添加卡通和 cel 着色效果到您的 3D 项目。
c6c@XdV V-Ray GPU 支持 alSurface 材质 - 一种通用明暗器,在 V-Ray GPU 上具有分层的 SSS 和光泽菲涅尔反射。
$)o0{HsL+ 内存跟踪 - 使用有关纹理和对象的新内存使用情况报告来优化场景。
|#Lz0<c; 视口 IPR 中的颜色校正 - 直接在视口 IPR 中应用 V-Ray 帧缓冲区颜色校正。
HZWt>f V-Ray GPU 支持 VRayDistanceTex - 使用 V-Ray GPU 基于几何体更快地设置场景的着色器和
渲染效果。
?H@<8Ra=3 灰尘和划痕镜头效果 - 使用新程序生成灰尘和划痕来模拟真实世界中的相机镜头效果。
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3Z*o5@RI 品质值得信任 L_vl%ii- V-Ray 拥有完备的灯光,材质着色和渲染工具,帮助您创作专业的,逼真的图像和动画。
&b5(Su 计算能力强大 sr&W+4T 被设计成足以面对最复杂的项目,极大范围的场景。您可以用 V-Ray 渲染任何内容。
v]F4o1ckk 渲染快速 -q{N1?tcy 花费更少的等待时间,获得更多的创作空间。哪怕项目周期紧张,也可从容地做出最棒的成果。
r=Lgh#9S 可控性高 ^&1O:G*" V-Ray 把控制权完全交给您。V-Ray 拥有众多功能,供您选择最合适您的场景的渲染方式。
YuknZ&Q 高度整合 sV%DX5@ 随心所欲地工作,完全不会分心。V-Ray 与 3ds Max 无缝整合,让您的工作流程流畅又自如。
-X$EE$: 行业标杆 [F+W]Jk, 从独立艺术家到顶级工作室,都选择 V-Ray 来创作世界一流的设计和影视特效。
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fuUtM_11 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 H2R3I<j A[;deHg= V-Ray Next 4.30.00 版已经集成了以下几款经典插件: 2Wluc37 1、FloorGenerator 2.10(地板生成器插件高级版)中英文切换版,
点击进入查看调用详情 ?cRF;!o" 2、MultiTexture 2.01(地板多重随机纹理材质插件)中英文切换版,
点击进入查看调用详情 #'s$6gT= iVZ}+Ct<" 2'S&%UyP v~L\[&|_ R~oJ-}iYX ~-7/9$ay5
Wds>'zzS V-Ray Next for 3ds Max, update 2 系统要求 0@zJa;z' 最低要求: wCLniCt Windows® 7
E72N=7v" 仅支持 IPv4,目前不支持 IPv6
]ouoRlb/ 4 GB 内存
:P_h_Tizv 700 MB 硬盘空间
>]~581fYf 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
}5vKQf 推荐要求: '/HShS!d Windows® 8
<h/q^| tZ{ 仅支持 IPv4,目前不支持 IPv6
o!UB x<4 8 GB 内存
Jl\xE`-7 更高的缓存,更高的内存带宽和更多的内核更好。
SnFyK5 700 MB 硬盘空间
#(614-r/ 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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a%`Yz"<lQ 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: ;?HP/dZLz 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) 3<XuJ1V& 新功能: G$Mf(S'f ■ V-Ray:添加一个
渲染器参数“ options_useColorSpaceForBitmaps”,该参数告诉所有 VRayHDRI
贴图由文件名来确定颜色空间;
)KFxtM- 注释:这个选项是“对位图使用颜色空间”;
dnD@BQ ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
> .NLmzUX ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
Ox J0." ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
F,S)P`? ■ V-Ray 云:将 Chaos 云客户端应用
安装程序添加到 V-Ray for 3ds Max 安装程序中;
CJN~p]\ ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
P@UE.0NYX ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
eV}" L:bgJ ■ VRayHDRI:当从另一个纹理获取贴图坐标时,添加“过滤倍增”参数可分别控制模糊;
>6Uc|D ■ VRayOSL:在 3ds Max 的 OSL 中添加使普通纹理贴图成为阴影图形的一部分的功能;
nyPeN?- ■ VRayVolumeGrid(VRay 体积栅格):增加对新的 TexUVW Phoenix FD 通道的体积光和网格模式渲染的支持;
8'@5X-nD ■ .vrscene exporter(V-Ray 场景文件导出器):导出 VRayBlendMtl(VRay 混合材质)中使用材质 ID 的材质;
yC$m(Y12FN 修改功能: =_BHpgL ■ VRayLight((VR)灯光):改进平行光采样;
B0|W ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
O'(Us!aq ■ V-Ray IPR(V-Ray 交互式产品级渲染):在调试着色中向“孤立选定对象”添加全局照明(GI)基值;
!D['}% ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
AR( gI]1 ■ V-Ray:更改渐进式图像采样器的默认值:渲染时间 - 0;噪波阈值 - 0.01;
P]n0L4c ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
IH=$
wc ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
"9'3mmZm=? ■ V-Ray:将 OpenEXR 更新到 2.3.0;
)rP,+ B?W ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
nZnqXclzxn ■ V-Ray GPU:实现预倍增灯光缓存,从而优化某些场景的着色计算;
#pPOQv:~ ■ V-Ray GPU:对选定的子材质执行调试着色;
wi+Qlf ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
VsSAb% ■ V-Ray GPU:优化到多个设备的网格传输;
py7Zh%k ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
|dEPy-Xe ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
Mj1f;$ ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
&'i_A%V ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
Qq.$!$ ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
@k;65'"Q ■ VRayDiffuseFilter(VRay 漫反射过滤器)/VRayReflectionFilter(VRay 反射过滤器)/VRayRefractionFilter(VRay 折射过滤器):移除“颜色贴图”选项;
k0=!%f_G! ■ VRayExtraTex(VRay 附加纹理):添加一个选项,以禁用渲染元素的有损 DWAA/DWAB 压缩;
mK$E&,OkA ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
.S|T{DMQ[ ■ VRayOSL:在纹理图按钮,微调器和组合框上添加用于明暗器调整的工具提示;
9Br+]F_i ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
kM4z
% ■ VRayProxy(VRay 代理):改进错误记录;
O,),0zcYF ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
!I1p`_(_7 ■ VRayVolumeGrid(VRay 体积栅格):通过从元数据中读取 VDB 缓存的最小最大通道范围,而不是计算它们来加快 VDB 缓存的加载;
'fK=;mM ■ VRayVolumeGrid(VRay 体积栅格):使 Phoenix(火凤凰流体动力学插件)等值面的 UVW 坐标与相应网格的坐标相等;
^k%+ao ■ VFB(虚拟帧缓冲区):在 OCIO 颜色校正中添加“图像保存”选项,以保存校正后的图像;
N)cODy([ ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
z =H?@z ■ VFB(虚拟帧缓冲区):在渲染前,通过 MAXScript 启用默认分辨率以外的渲染区域设置;
<H]PP6_g: ■ VFB(虚拟帧缓冲区):仅读取初始渲染时保存的窗口位置,然后使用最后一个有效位置;
r)>'cjx/ ■ VFB(虚拟帧缓冲区):VFB(虚拟帧缓冲区)镜头特效面板的 UI(用户界面)改进;
qU6!vgM& ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
Z(RsB_u5 Bug 错误修复: Eyf17 ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
=aj|auu ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
M.5F|7 ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
(:~_#BA ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
5[zr(FuE ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
rA<J^dX=C ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
tZ=|1lM ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
/:A239=+ ? ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
`mAYK)N ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
$aXYtHI ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
'%Oo1:wJ ■ V-Ray: Physical Material with black reflections has dark outlines;
j }^?Snq ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
79Q,XRWh| ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
K24y;968 ■ V-Ray: Using camera clipping planes makes the dome light invisible;
+W>tdxOh ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
mMhe,8E& ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
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■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
OZObx ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
y;9K ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
Pt;\]?LVrD ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
/s:akLBaD ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
Ke&fTK ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
10/3 -)+ ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
qn\>(& ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
yFP#z5G ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
RzSN,bLR ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
JeCEj=_Z ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
U(qM( E ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
]7"mt2Q=3 ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
55|$Imnf ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
*XzUqK ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
oq<# ■ V-Ray GPU: Crash during render with volumetrics;
,9M \`6 ■ V-Ray GPU: Crash on stop during Light cache phase;
m
:^,qC ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
Cw^)}23R ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
Vgm{=$ ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
C,z]q$4 ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
da^9Fb ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
i\eykYc, ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
<(t<gS # ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
5Np. & ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
|O+binq ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
Y\x
Xo? ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
t-Fl"@s ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
.lnD]Q ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
\
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T ■ V-Ray GPU: Random crash with tiled bitmaps;
Zn!SHj ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
n#fg7d% ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
$_UF9l0 ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
:4Vt ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
dA~6{*) ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
] ge-b\ ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
>j?uI6Uw ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
I|:j~EY ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
(
FRf.mv{ ■ VRayDisplacementMod: Memory leak with 2D displacement;
Kna'5L5" ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
6M9rC[h\ ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
Mg$Z^v|}0 ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
;a`X|N9 ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
dw|0K+-PH ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
K&h6#[^\d ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
URgF8?n ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
~e<<aTwN ■ VRayOCIO: Error in V-Ray messages when creating new instance;
/["T#` ■ VRayOCIO: No scroll bar in the map color space selector;
I1~g?jpH ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
`^kST>< ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
d#Ajb ■ VRayOSL: Bucket artifacts with user attributes;
]Yex#K
■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
YP,PJnJU8 ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
~tvoR&{I ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
r
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(T! ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
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■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
rR~X>+K ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
F.D1;,x ■ VRayOSL: Wrong channel index read from the UV attribute;
qGCg3u6 ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
KCE-6T ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
J
*?_SnZ ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
jqWvLBU! ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
wtS*w ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
22~X~= ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
,
% jTXb ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
m?$G(E5 ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
S=SncMO nE ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
:-" jKw ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
%5?-g[ ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
bCUh^#]x ■ VFB: Certain integer render elements are not displayed when loading EXR files;
xGv,%'u\ ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
+\vY; !^ ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
I} fcFL8 ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
1";e'?^x ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
i}F;fWZ` ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
xh^ZI6L< ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
IYg3ve`x ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
(`.qG
&6p ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
lWw!+[<:q1 ■ .vrscene exporter: Negative displacement through textures is not exported properly;
\If!5N ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
mYOdBd ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
vJAAAS ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
r2F ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
4[CBW ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
b|8>eY ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
ji)4WG/1 ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
kPX2e h ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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[T[9*6Kt 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: V3A>Ag+^~ http://h.shanse8.com/read-htm-tid-71996.html Wt)SdF=U/
ci_v7Jnwo 切换器无法启动并提示系统环境问题的解决方法 tC@zM.v% http://h.shanse8.com/read-htm-tid-70380.html _]D#)-uv}C
(&P0la1 安装使用说明(必看): oLqbR? http://h.shanse8.com/read-htm-tid-71997.html DNW2;i<hsz
C>:/(O V-Ray Next 4.X for 3dsMax 安装流程图文教程 (+gL#/u http://h.shanse8.com/read-htm-tid-71274.html )p!*c,
Z4HA94 安装前善意提醒: /J[H5uA V-Ray 原版的一个
nvrtc64_100_0.dll 文件会被杀毒软件拦截并清除,我们在测试时,电脑管家会拦截 V-Ray 原版的文件(其他杀毒软件没有测试),用户可酌情考虑安装前是否先关闭某些杀毒软件!
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'Wf?elB+ !O F?xW 2020.2.12 修复记录: )@<HCRQ'q 修复 “VRay 卡通材质”无法完全打开材质编辑器,且重要的(基本参数)内容无法显示的问题!
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%qS]NC 下载软件: V\@jC\-5Vt 本部分内容设定了隐藏,需要回复后才能看到