这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: #Nco|v V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
=+ >>l0=_v 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。
18Z1F 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。
TB+k[UxB 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。
4nh=Dq[ 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。
[(5.? 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。
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V 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。
Vdd 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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z8JW iRn 品质值得信任 s-PS]l@ 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。
t&J A1|q 计算能力强大 -bHlFNRm 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。
gK({InOP 渲染快速 -9,~b9$ 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。
>$L7J=Em 可控性高 V@#oQi* 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。
prz COw 高度整合 2J&~b 8 : 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。
xwof[BnEZ 行业标杆 fPUr O 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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g}D)MlXRq 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 xS/W}-dPv P7XZ|Td4* V-Ray Next 4.30.00 版已经集成了以下几款经典插件: a- rR` 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 =IsmPQKi 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 M
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>^jBE'' V-Ray Next for 3ds Max, update 2 系统要求 uS`} 最低要求: mufGv%U2 Windows® 7
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{G8 仅支持 IPv4,目前不支持 IPv6
*pwkv7Zh 4 GB 内存
spfW)v/T! 700 MB 硬盘空间
f-|?He4O] 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
3O2G+G2 推荐要求: O]PM L` Windows® 8
z;1dMQ,# 仅支持 IPv4,目前不支持 IPv6
RD:G9[ 8 GB 内存
-13}]Gls7Q 更高的缓存,更高的内存带宽和更多的内核更好。
-H6[{WVW! 700 MB 硬盘空间
,<%uG6/",g 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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y{@\8B] 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: IADHe\. 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) 53:~a 新功能: <rE>?zvm ■ 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;
o+Jnn"8 注释:这个选项是“对位图使用颜色空间”;
8+[Vo_] ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
=Mx"+/Yo* ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
B$2b=\ ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
S&}7XjY ■ V-Ray 云:将 Chaos 云客户端应用
安装程序添加到 V-Ray for 3ds Max 安装程序中;
Br9j)1; ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
3FR(gr$X ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
l}/_(* ■ 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;
'UsR/h5T ■ 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;
AT1cN1:4? ■ 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;
,A{Bx`o? ■ .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;
/GGyM]k3 修改功能: k3$'K}=d ■ VRayLight((VR)灯光):改进平行光采样;
rtS cQ ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
(O J/u)W^ ■ 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;
<)TIj6 ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
5Hu[* ■ 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;
XDCm ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
Ll=G+cw6P ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
$Xwk8< ■ V-Ray:将 OpenEXR 更新到 2.3.0;
~}b0zL ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
]z'L1vQl7 ■ 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;
01@WU1IN ■ V-Ray GPU:对选定的子材质执行调试着色;
iqR6z\p& ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
bji#ID2]% ■ V-Ray GPU:优化到多个设备的网格传输;
$EY[CA
E ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
I?D=Q$s ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
OF<:BaRs/ ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
Jy:*GW6 ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
s7yKxg+`{ ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
&PPnI(s^K ■ 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;
]uFJ~:R ■ 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;
x3Cn:F ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
BD]J/o ■ 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;
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■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
;s,1/ kA ■ VRayProxy(VRay 代理):改进错误记录;
C4E}.``Hm ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
-ioO8D&! ■ 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;
W:<2" &7 ■ 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;
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V~]~Dj ■ 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;
|b@`ykD ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
A*qR<cp[ ■ 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;
b/.EA'/ ■ 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;
%m lH ■ 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;
|LIcq0Z ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
g[b;1$ Bug 错误修复: }c9RDpjh~ ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
*W | ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
4Vj]bm ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
]\ZJaU80I~ ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
\o,et9zDJ3 ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
=`}|hI ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
,!AYeVq ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
,uO?f1 ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
qi_uob ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
>r:z`^p ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
:d<F7`k
H ■ V-Ray: Physical Material with black reflections has dark outlines;
w&^Dbme ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
l>Zp#+I- ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
jfR!M07| ■ V-Ray: Using camera clipping planes makes the dome light invisible;
@`sZV8 ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
zW95qxXg ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
"y .(E7 6 ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
fJ-8$w\uL ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
!\Q/~p'jS ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
rYA4(rYq ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
f;W>:`' ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
")qO#b4 ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
'l'[U ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
[~rBnzb ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
7G8M+i3q/ ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
SJI+$L\' ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
(AgM7H0 ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
)e:u 6] ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
9Lxa?Y1 ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
}q@Jh* ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
(}n,Ou[ ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
Mi"dFx^Md ■ V-Ray GPU: Crash during render with volumetrics;
'Sjcm@ILm ■ V-Ray GPU: Crash on stop during Light cache phase;
:<Y, f(c ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
Rm!Iv&{ ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
'|i<?]U ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
$u./%JS ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
ajz%3/R ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
m [FH> ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
f?1?$Sp/W ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
LCRZ<?O[| ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
s`G3SE ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
g2v0! ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
Wo@0yF@ ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
wBUn*L ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
pAo5c4y!4 ■ V-Ray GPU: Random crash with tiled bitmaps;
OFTyN^([@ ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
Re{vO&. ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
kqfO3{-;{: ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
sF$$S/b ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
Fcc\hV; ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
RHdcRojF ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
b Z0mK$B ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
0yhC_mI ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
`<1o}r 7i ■ VRayDisplacementMod: Memory leak with 2D displacement;
KErQCBeJ ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
nCZ&FNi{O~ ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
UMN3.-4K# ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
N^\<y7x ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
4NaL#3 ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
\&K{v#g~ ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
v803@9@ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
,@mr})s ■ VRayOCIO: Error in V-Ray messages when creating new instance;
5G!0Yy[' ■ VRayOCIO: No scroll bar in the map color space selector;
x3j)'`=15 ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
AgEX,SPP ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
or~2r8 ■ VRayOSL: Bucket artifacts with user attributes;
>|{n";n& ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
w; [ndZCY7 ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
vO>Fj ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
d 8YP<"V& ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
8DAHaS; ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
5`Q* ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
~e|RVY, ■ VRayOSL: Wrong channel index read from the UV attribute;
I+08tXO ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
2IfcdYG ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
7:[u.cd ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
olm0O (9 ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
<M){rce ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
M Ewa^ ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
`T'[H/ ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
7)RDu,fx ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
S_eD1iY2- ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
v(0IQ ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
@23?II$=@ ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
a!@(bb
z> ■ VFB: Certain integer render elements are not displayed when loading EXR files;
R|m!*B~ ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
;NoiH& ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
uVth&4dh9 ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
uQhI) ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
XQ'$J_hC ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
A3Xfu$[u ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
&q7}HO/ @ ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
iBPIj;, ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
{1"kZL ■ .vrscene exporter: Negative displacement through textures is not exported properly;
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■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
a9uMgx} ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
kp-`_sDg ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
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?u ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
782 oXyD ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
`.g'bZ<v/ ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
W%1/:_ ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
%0zp`'3Y ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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Knh 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: J^=Xy(3e http://h.shanse8.com/read-htm-tid-71996.html k*rG^imX
_Qq lOc9 切换器无法启动并提示系统环境问题的解决方法 Uuktq)NU http://h.shanse8.com/read-htm-tid-70380.html BxiR0snf0q
N>iNz[a
q 安装使用说明(必看): hT%
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/A-VT V-Ray Next 4.X for 3dsMax 安装流程图文教程 E;YD5^B http://h.shanse8.com/read-htm-tid-71274.html w3;T]R*
5^{ I}Q 安装前善意提醒: s6D Pb_, 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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)"g @"LJ= `69xR[f 2020.2.12 修复记录: )h,}v()qc# 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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~7H?tp.Dw 下载软件: "uBr]N: 本部分内容设定了隐藏,需要回复后才能看到