这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: ^ +cf V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
7>`QX% 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。
?1 $.^ V-Ray 卡通明暗器 - 快速添加卡通和 cel 着色效果到您的 3D 项目。
rJK3;d? E V-Ray GPU 支持 alSurface 材质 - 一种通用明暗器,在 V-Ray GPU 上具有分层的 SSS 和光泽菲涅尔反射。
ipfiarT~) 内存跟踪 - 使用有关纹理和对象的新内存使用情况报告来优化场景。
8E{<t} 视口 IPR 中的颜色校正 - 直接在视口 IPR 中应用 V-Ray 帧缓冲区颜色校正。
*,!6#Z7 V-Ray GPU 支持 VRayDistanceTex - 使用 V-Ray GPU 基于几何体更快地设置场景的着色器和
渲染效果。
D 4^2F(YRX 灰尘和划痕镜头效果 - 使用新程序生成灰尘和划痕来模拟真实世界中的相机镜头效果。
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!q!.OQ 品质值得信任 XJTY91~R V-Ray 拥有完备的灯光,材质着色和渲染工具,帮助您创作专业的,逼真的图像和动画。
rWEJCFa 计算能力强大 "<x%kD 被设计成足以面对最复杂的项目,极大范围的场景。您可以用 V-Ray 渲染任何内容。
n8#i L 渲染快速 jV`xRjh 花费更少的等待时间,获得更多的创作空间。哪怕项目周期紧张,也可从容地做出最棒的成果。
p7}xgUxX 可控性高 !lp*0h(7 V-Ray 把控制权完全交给您。V-Ray 拥有众多功能,供您选择最合适您的场景的渲染方式。
E\&~S+:Xp 高度整合 jHq.W95+P 随心所欲地工作,完全不会分心。V-Ray 与 3ds Max 无缝整合,让您的工作流程流畅又自如。
i/`N~r 行业标杆 pq$`T|6^ 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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:786Z,') 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 7<['4*u u*0Ck*pZ V-Ray Next 4.30.00 版已经集成了以下几款经典插件: uuW._$.A> 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 v:kTZB 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 t=\y|Idc ;2-%IA, ^Rriu $\ x
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w} V-Ray Next for 3ds Max, update 2 系统要求 D/wX 最低要求: uh#"4-v Windows® 7
\=3V]7\& 仅支持 IPv4,目前不支持 IPv6
M{:}.H<a 4 GB 内存
eiE36+'>b 700 MB 硬盘空间
\D
Oq x 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
F2jZ3[P 推荐要求: iK&s_}i: Windows® 8
4H@:| 仅支持 IPv4,目前不支持 IPv6
op!8\rM<e 8 GB 内存
DL$O274uZ 更高的缓存,更高的内存带宽和更多的内核更好。
IpX.ube 700 MB 硬盘空间
Q7u/k$qN 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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%+BiN)R*x 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: B{x`^3qR 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) Ph{7S43 新功能: "gaurr3 ■ 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;
=E E>QM 注释:这个选项是“对位图使用颜色空间”;
&A}@@d ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
Kyn[4Bu!? ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
1#]0\Y( ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
|_fmbG ■ 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;
:9nqQJ+~ ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
abs\Ku9 ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
,Z_aZD4 ■ 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;
$9~6M* ■ 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;
3c%dErch ■ 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;
9YMD[H\}V ■ .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;
-}_X'h&" 修改功能: .zm/GtOV@ ■ VRayLight((VR)灯光):改进平行光采样;
ca@?-) ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
QGC%, F"+ ■ 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;
5*~]=(BE ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
uT\|jv, ■ 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;
|(evDS5 ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
Q;h6F{i ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
$;k2b4u ■ V-Ray:将 OpenEXR 更新到 2.3.0;
jV)4+D ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
N(7UlS,u' ■ V-Ray GPU:实现预倍增灯光缓存,从而优化某些场景的着色计算;
sMZ90Q$ ■ V-Ray GPU:对选定的子材质执行调试着色;
;A\SbLM ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
8AGP*"gI ■ V-Ray GPU:优化到多个设备的网格传输;
eBN!!Y:7 ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
?as1^~ ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
I@M3u/7 ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
}G3:QD ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
S^zt> ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
<rbzsn"a ■ 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;
m\DI6O"u' ■ 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;
LJ{P93aq`^ ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
oNFvRb2Rd ■ 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;
NGs@z^&V ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
fgW>~m.W ■ VRayProxy(VRay 代理):改进错误记录;
<fm<UO,% ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
J9V,U;"\ ■ 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;
1$toowb"Zy ■ 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;
(DTXc2)c ■ 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;
[IRWm N- ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
&~&nJr ■ 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;
SMMvRF`7 ■ 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;
1b LY1 ■ 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;
+hL%8CVU M ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
g7g^iLU Bug 错误修复: <"HbX ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
IM 8lA ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
syB.Z-Cpd ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
N^@aO&+A ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
>21f%Z ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
N799@:. ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
-j"]1JLQ ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
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m#|[% ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
w^N3Ma ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
^R;rrn{^ ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
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C9< ■ V-Ray: Physical Material with black reflections has dark outlines;
;lU]ilYv ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
bS"zp6Di ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
-JwwD6D ■ V-Ray: Using camera clipping planes makes the dome light invisible;
alz2F.%Y ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
au~}s |# ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
_+NM<o#A ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
^!yJ;'H\ ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
8AQ@?\Rc"2 ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
/\e&nYz ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
.Mz'h9@ ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
,'c?^ $J|z ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
w$%1j+%& ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
qG?svt ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
>2[nTfS ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
AttS?TZr ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
{IR-g,B ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
\2huDNW&
! ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
9fQFsI ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
I {&8iUN ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
v[J"/:] ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
N`1W"Rx! ■ V-Ray GPU: Crash during render with volumetrics;
| g[iK1 ■ V-Ray GPU: Crash on stop during Light cache phase;
N:nhS3N<L ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
4t e QG ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
~+OAAkJ9 ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
rD":Gac ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
ecIZ+G)k ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
|ryV7VJ8 ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
/.m&rS ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
Pua|Z
x ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
YRRsbm{ ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
;FfDi*S7 ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
9?J
3G,& ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
97 eEqI$# ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
}fT5(+ Wo ■ V-Ray GPU: Random crash with tiled bitmaps;
B/F6WQdZ ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
x,81#=m^h ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
lC8Z@wkjO ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
[Rxbb+,U ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
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j(MIFi|5 ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
qEJ#ce]G ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
iKM!>Fi ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
<N'v-9=2jl ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
+{h.nqdAE ■ VRayDisplacementMod: Memory leak with 2D displacement;
{16]8-pe ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
D8 BmC ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
XT%\Ce! ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
?RQ_LA; ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
/P%OXn$i/ ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
i z%wozf ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
7SJR_G6,{ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
:Xi&H.k)p ■ VRayOCIO: Error in V-Ray messages when creating new instance;
wQ9?Z.-$ ■ VRayOCIO: No scroll bar in the map color space selector;
`n?Rxhkwp ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
"IN[( ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
`Kbf]"4q ■ VRayOSL: Bucket artifacts with user attributes;
4w5);x. ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
BUS4 T#D ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
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■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
v`@M IOv ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
bae;2| w ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
N*+ L'bO ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
0^vz /y1c ■ VRayOSL: Wrong channel index read from the UV attribute;
(q@%eor&} ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
B$M4f7 ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
,bzC|AK ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
22'Ra[ ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
p:V1VHT, ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
+Sc2'z>R ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
K~4bT= ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
@?>5~ ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
$_3)m ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
{#~A `crO ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
;l^'g}dQ^ ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
+:W/=C
d(h ■ VFB: Certain integer render elements are not displayed when loading EXR files;
|qVM`,%L ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
3xN_z?Rg ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
e,Z[Nox ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
hYh~%^0dt ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
yY{ ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
'
9%iHx-< ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
T9'HQu ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
qQIX:HWDKZ ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
]q"y P0 ■ .vrscene exporter: Negative displacement through textures is not exported properly;
;.<HpDfG_ ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
_0ZU I^# ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
)TyP{X> ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
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GoaH*h ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
;JMmr-@ ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
:`lP+y?a1 ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
m.\JO ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
Ck>]+rl ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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t@a&& 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: 6.$z!~8 http://h.shanse8.com/read-htm-tid-71996.html Ed{sC[j=
RTDplv; ] 切换器无法启动并提示系统环境问题的解决方法 'NCx <0* http://h.shanse8.com/read-htm-tid-70380.html 5R%y3::$S
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Nav 安装使用说明(必看): :7 JP(j2 http://h.shanse8.com/read-htm-tid-71997.html om=kA"&&Q
+(z[8BJl V-Ray Next 4.X for 3dsMax 安装流程图文教程 g6S-vSX, http://h.shanse8.com/read-htm-tid-71274.html Kb-m
yu>;m.e_ 安装前善意提醒: i70\`6*;B 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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2R^Eea \OWxf[ 2020.2.12 修复记录: 3H4T*&9;n 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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Y%@;\ 下载软件: LfK/wSvWw 本部分内容设定了隐藏,需要回复后才能看到