这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: v=uQ8_0~N V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
.OW5R* 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。
l<"B[ 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。
~7\`qH 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。
vKkvB;F41 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。
VWCC(YRU|$ 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。
lKRp9isn^ 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。
t#]VR7] 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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Au )%w 品质值得信任 9<Th: t|w 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。
L{c\7 计算能力强大 H[r6 4~Sth 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。
DsBZ% 渲染快速 )YLZ"@ 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。
ia-&? 可控性高 yv5c0G.D 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。
3\P/4GK) 高度整合 &gvX<X4e 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。
@ v}M\$N? 行业标杆 o6:p2W 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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k%cT 38V* 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 qI gb;=V t*!Q9GC_ V-Ray Next 4.30.00 版已经集成了以下几款经典插件: %X Wb|-= 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 Yg")/*!H 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 a 1pa#WC 5A"OL6ty XiUae{j` T$9tO{ X9n},}bJ" u+vUv~4A6
UPJ3YpK V-Ray Next for 3ds Max, update 2 系统要求 ]W 6!Xw)[ 最低要求: L(eLxw e% Windows® 7
FQCz_z 仅支持 IPv4,目前不支持 IPv6
,v+~vXO&\ 4 GB 内存
{kgV3 [%> 700 MB 硬盘空间
r@Tq-o 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
0 lsX~d'W 推荐要求: 8yV?l7 Windows® 8
7 xm>+( 仅支持 IPv4,目前不支持 IPv6
wqLY
\ 8 GB 内存
`-L{J0xq 更高的缓存,更高的内存带宽和更多的内核更好。
+
\AiUY 700 MB 硬盘空间
SiyZq" 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
w(KB=lA2 co$I htOv
b-rgiR$cg 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: Oi=c
6n 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) -~-BQ!!( 新功能: QFm~wv8: ■ 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;
xM3T7PV9 注释:这个选项是“对位图使用颜色空间”;
QVVR_1Q ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
IO x9". ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
INFbj8T ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
Ne)H*DT ■ 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;
yrnIQu*Uu ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
1I*b7t ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
>:s#MwIwm ■ 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;
Hvto]~=GQ ■ 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;
Uk=-A
@q ■ 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;
38Q>x ■ .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;
Gy+/P6 修改功能: M PhG:^g ■ VRayLight((VR)灯光):改进平行光采样;
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■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
gq|T: ■ 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;
.""?k[f5Q ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
umt*;U= ■ 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;
{s8v0~ ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
&Ff#E?Y4| ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
vhA4ol ■ V-Ray:将 OpenEXR 更新到 2.3.0;
~(( '1+ ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
h[|c?\E
z ■ 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;
k}xXja* ■ V-Ray GPU:对选定的子材质执行调试着色;
{tq.c9+!d ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
C,2k W`[V ■ V-Ray GPU:优化到多个设备的网格传输;
=0Z^q0. ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
8zDLX,M- ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
;'E1yzX^ ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
!'y9/ ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
p_^Jr*Mv ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
g4Y1*`}2f ■ 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;
3PmM+}j3 ■ 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;
2P`Z>_ ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
V7+fNr]I ■ 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;
J>@T'# ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
rKhhx ■ VRayProxy(VRay 代理):改进错误记录;
/6K9? / ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
cdBD.sg ■ 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;
DG%vEM,y ■ 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;
n<GTc{>Z ■ 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;
S.4gfY ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
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95q0hq: ■ 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;
W(gOidKKz ■ 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;
3A`|$So ■ 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;
O`M6=\ ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
,8tk]W[C Bug 错误修复: bjO?k54I ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
4#^E$N: ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
P]~apMi: ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
"mtEjK5 ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
a'Vz|SG ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
hy]8t1894 ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
oAxRI+&|. ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
Qo5yfdR ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
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■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
u]766<Z ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
;"9$LHH* ■ V-Ray: Physical Material with black reflections has dark outlines;
F*Y]^9] ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
kM;}$*? ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
=^5#o)~BB ■ V-Ray: Using camera clipping planes makes the dome light invisible;
INRP@Cp1 ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
i6FviZx ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
:5#iVa#< ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
kTfE*We9 ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
uE ^uP@d ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
#ULzh&yO ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
(
d1ho= ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
XE`u ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
%%{f-\-7Ig ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
VfT@;B6ALF ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
] ]lN[J ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
p7p6~;P ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
C5^9D ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
ZRP[N)Ld$ ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
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J_U ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
, D} ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
V`_)H ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
|o#pd\ ■ V-Ray GPU: Crash during render with volumetrics;
o(@^V!}V ■ V-Ray GPU: Crash on stop during Light cache phase;
Gxw>.O){ ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
Z"d21D~h9` ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
/MbWS(RT ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
XSktbk ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
FJIo]p ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
Jzj>=jWX@ ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
<(x!P=NM- ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
Ht7v+lY90^ ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
)'e9(4[V1 ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
10ZL-7D#m ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
otJHcGv ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
FfibR\dhY ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
86ml.VOR ■ V-Ray GPU: Random crash with tiled bitmaps;
rE4qPzL ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
E>N L/[1d ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
c3|/8 ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
H
JjW ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
@EGUQ|WL^ ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
IjrjLp[z$ ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
L`0}wR?+ ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
Fhbp,CX4p ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
Iw;J7[hJ&$ ■ VRayDisplacementMod: Memory leak with 2D displacement;
=RQ\i6Y ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
^|h})OHV ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
q)KLf\ ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
UY*[='l!) ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
2 NrMse ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
Jz'8|o;^ ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
`DcZpd.n ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
]Qb85;0) ■ VRayOCIO: Error in V-Ray messages when creating new instance;
B:QAG ■ VRayOCIO: No scroll bar in the map color space selector;
L?p,Sy<RI ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
y|E{] ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
Kg MW ■ VRayOSL: Bucket artifacts with user attributes;
^GN |}W ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
^qD@qJ ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
K=mW`XXup ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
m?=9j~F* ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
0/Wo":R: ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
.|g67PH= ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
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■ VRayOSL: Wrong channel index read from the UV attribute;
{_i.IPp~ ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
,awp)@VG7 ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
KoPhPH ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
ve|`I=?2 ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
k TLA["<m ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
uBe1{Z ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
"/-T{p;. ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
D>c-h)2| ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
!hJ%
:^ xL ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
mf>cv2+ ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
aTceGyWzl ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
S}rW=hO ■ VFB: Certain integer render elements are not displayed when loading EXR files;
!1H\*VM" ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
W~1MeAI ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
Q7]VB p4 ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
o9:GKc ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
B(GcPDj(K ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
o >=YoG ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
9xvE?8;M# ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
~?pF'3q ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
`3$S^|v ■ .vrscene exporter: Negative displacement through textures is not exported properly;
I499Rrw#E ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
RoXU>a:nS ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
MK]S205{ ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
")U`W gx ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
0VV 1!g ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
\^wI9g~0 ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
#;
I8 aMb ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
-v9V/LJ ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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g eaeOERc 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: %ma1LN[ http://h.shanse8.com/read-htm-tid-71996.html #(@dN+
EX8:B.z`57 切换器无法启动并提示系统环境问题的解决方法 -aGv#!aIl http://h.shanse8.com/read-htm-tid-70380.html |B4dFI?
~K^Z4 安装使用说明(必看): dL")E|\\k http://h.shanse8.com/read-htm-tid-71997.html J6Mm=bO5
A0S6 4( V-Ray Next 4.X for 3dsMax 安装流程图文教程 <?Fgm1=o http://h.shanse8.com/read-htm-tid-71274.html A1\;6W:
\J0gzi. 安装前善意提醒: dW!T.S 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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oHu0] XA k`.-PU 2020.2.12 修复记录: X>F/0/ 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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EEn}Gw 下载软件: ^b;.zhp8;N 本部分内容设定了隐藏,需要回复后才能看到