这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: u.d).da V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
!/}O>v~o 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。
W3IpHV 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。
As 3.Q(#Z 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。
DF1I[b=] 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。
a:"Uh** 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。
w.H%R-Be 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。
f|h|q_<; 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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tE@;X= 品质值得信任 [z9`)VIe 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。
bn^{c 计算能力强大 cWi}V 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。
R]OpQ[k 渲染快速 A D1=[I3 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。
IB[)TZ2m 可控性高 W#KpPDgZE 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。
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_@ 高度整合 -amBB7g 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。
~ ip,Nl 行业标杆 c2&q*]?l; 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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Vm3v-=6 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 b*`lk2oMa/ Jh
]i]7r V-Ray Next 4.30.00 版已经集成了以下几款经典插件: cUA7#1\T= 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 }[4r4 1[ 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>GyO&+Dkg \=6l9Lrj>h y *fDwd~ b)=[1g/=L cNM3I,o7 PX<J&rx
yF"1#{*y V-Ray Next for 3ds Max, update 2 系统要求 px}|Mu7z~ 最低要求: w+1|9Y Windows® 7
4}4Pyjh 仅支持 IPv4,目前不支持 IPv6
f!!V${)X 4 GB 内存
K':K{ee> 700 MB 硬盘空间
>g+?Oebgw 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
>hk=VyU; 推荐要求: >(?9? Windows® 8
S$Q8>u6Wk 仅支持 IPv4,目前不支持 IPv6
gG-BVl"59 8 GB 内存
5A
sP5 更高的缓存,更高的内存带宽和更多的内核更好。
<xgTS[k 700 MB 硬盘空间
;K!]4tfJ 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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JWMpPzs 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: ? P(
ZA 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) =
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*+paQ 新功能: /4vG3 ■ 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;
4)U.5FBk
) 注释:这个选项是“对位图使用颜色空间”;
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+$f$ ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
wyQzM6:,yX ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
^d~1E Er ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
wAxrc+ ■ 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;
;~\MZYs3m ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
<_XWWT% ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
I;Bjfv5 ■ 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;
5<ux6,E1{ ■ 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;
$pFo Rv ■ VRayVolumeGrid(VRay 体积栅格):增加对新的 TexUVW Phoenix FD 通道的体积光和网格模式渲染的支持;
FDv+*sZ ■ .vrscene exporter(V-Ray 场景文件导出器):导出 VRayBlendMtl(VRay 混合材质)中使用材质 ID 的材质;
e`v`XSA[p 修改功能: 5GPo*Qpl ■ VRayLight((VR)灯光):改进平行光采样;
H03jDM8Q ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
sSQs#+&=[ ■ V-Ray IPR(V-Ray 交互式产品级渲染):在调试着色中向“孤立选定对象”添加全局照明(GI)基值;
_dJ{j ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
^+m+zd_ ■ V-Ray:更改渐进式图像采样器的默认值:渲染时间 - 0;噪波阈值 - 0.01;
\;mH(- ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
`QUy;%+ ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
{s_+?<l ■ V-Ray:将 OpenEXR 更新到 2.3.0;
o)[2@fRC( ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
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{a: ■ V-Ray GPU:实现预倍增灯光缓存,从而优化某些场景的着色计算;
z8J."27ND ■ V-Ray GPU:对选定的子材质执行调试着色;
9Y<#=C ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
T1r3=Y4 ■ V-Ray GPU:优化到多个设备的网格传输;
gt7VxZ ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
2*w:tT8+X ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
W7\&~IWub ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
Vm|Y$C ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
s-7RW ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
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A9%UhV ■ 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;
Na\WZSu'" ■ 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;
7'-j%!#w ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
;=< ^0hxer ■ 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;
(?*BB3b` ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
0'r%,0 ■ VRayProxy(VRay 代理):改进错误记录;
,JEbd1Uf ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
'>v^6iS ■ 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;
K"V:<a ■ 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;
&VBd~4|p ■ 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;
Ce'pis ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
pAu72O? ■ 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;
Q8MS,7y/ ■ 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;
{NCF6Mk ■ 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;
dS`Bk6Y ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
-K[782Q Bug 错误修复: w G8Wez% ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
F8+e,x ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
WjMS5^ _ ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
T!Sj<,r+j ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
hFvi5I-b ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
x"(9II* ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
JLb6C52 ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
NfE.N&vI_c ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
;5<-) ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
:G)<}j"sM ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
<E':[.zC ■ V-Ray: Physical Material with black reflections has dark outlines;
sa1mC ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
j.3o W ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
H]&!'\aUz ■ V-Ray: Using camera clipping planes makes the dome light invisible;
r3I,11B ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
4FA|[An ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
L)-*,$#<oW ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
/~}_h O$S ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
;mO,3dV ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
E!aq?`-'! ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
"@/ba!L+ ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
I^fPk ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
k)E ;( ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
'TEyP56 ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
umDtp\ ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
+ x_wYv ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
!b%,'f y) ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
3%NE/lw1 ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
ZA.fa0n ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
TczXHT}G ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
I2*oTUSik ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
3Vu8F" ■ V-Ray GPU: Crash during render with volumetrics;
wU0K3qZL ■ V-Ray GPU: Crash on stop during Light cache phase;
B_@7IbB ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
J_/05(48 ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
gCwt0) ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
Et0&E ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
hE5G!@1F ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
7X:hIl ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
[5pn@o ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
)Jz !Ut ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
G%`cJdM ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
x[a'(5PwY ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
Q}ZBr^*]1e ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
bF7`] 83 ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
j~Ff/O ■ V-Ray GPU: Random crash with tiled bitmaps;
# m_\1&g ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
{8W |W2o$! ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
@>Biyb ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
"9.6\Y\* ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
\J\vp0[nO} ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
8Y]u:v ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
-1#e^9Ve\ ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
o^N%;d1%E ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
p$&_fzb ■ VRayDisplacementMod: Memory leak with 2D displacement;
UYlJO{|a ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
z, :+Oc ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
`z5v}T ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
Es_SCWJ ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
t^dakL ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
HP1X\h!Ke ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
tauP1&%oH{ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
*T1L)Cp ■ VRayOCIO: Error in V-Ray messages when creating new instance;
47$-5k30 ■ VRayOCIO: No scroll bar in the map color space selector;
9QO!vx ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
%DHP ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
.T[!!z#^ ■ VRayOSL: Bucket artifacts with user attributes;
-#:Y+"' ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
BUboP?#%) ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
M<hs_8_* ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
4l#T_y ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
cftn`:(&8 ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
Yn?2,^?N ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
X.W#=$;$: ■ VRayOSL: Wrong channel index read from the UV attribute;
#z1ch,*3; ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
\3@2rW"5 ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
h)aWerzL ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
q#':aXcv" ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
4YB7og%P ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
`)xU;- ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
Dk.9&9mz ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
PSrt/y! ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
j#.-MfB ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
2+G:04eS,e ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
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[*' ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
1rzq$, O ■ VFB: Certain integer render elements are not displayed when loading EXR files;
m6ZbYF-7W ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
h"Yqm"U/ ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
:Pp;{=J ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
O|g!Y( ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
PXQ9P<m ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
)9W#5V$ ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
b-=[(]_$h ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
Pc-8L]2oaF ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
`"-!UkD+ ■ .vrscene exporter: Negative displacement through textures is not exported properly;
rM?Dp2 ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
:phD?\!w8t ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
7VZ JGRnn ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
<rI$"=7 ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
H;!hp0y ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
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"xm ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
J?ZVzKTb>} ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
xla^A}{ ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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nMvIL2:3 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: [hj'Yg 8{ http://h.shanse8.com/read-htm-tid-71996.html %~VIxY|d
%}5"5\Zz 切换器无法启动并提示系统环境问题的解决方法 M!DoR6 http://h.shanse8.com/read-htm-tid-70380.html 3n)iTSU3
LZ]pyoi 安装使用说明(必看): >
V}NG http://h.shanse8.com/read-htm-tid-71997.html OHvzK8
3AL=*qq V-Ray Next 4.X for 3dsMax 安装流程图文教程 LtIZgOd< http://h.shanse8.com/read-htm-tid-71274.html P.J}\;S T
\Rt 安装前善意提醒: FKm2slzb 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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jzp%.4/j |(g2fByDf 2020.2.12 修复记录: O$^YUHD 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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^ 2tCDm5 下载软件: tzPe*|m< 本部分内容设定了隐藏,需要回复后才能看到