这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: LflFe@2 V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
k#bu#YZk 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。
EliTFxp 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。
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>P 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。
#[MJ|^\i 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。
j\RpO'+} 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。
m\/(w_/? 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。
@+U,Nzd 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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Bqws!RM'&@ 品质值得信任 +)nT|w45 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。
*0Gz)' 计算能力强大 %,b X/! 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。
9+Y D!y 渲染快速 0@1:M
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。
bAxTLIf 可控性高 -U2mfW 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。
M/V(5IoP( 高度整合 X_; *`,<T 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。
guN4-gGDr< 行业标杆 %IpSK 0<Sp 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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SA6hbcYk 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 HOYq?40.R O{KB0"s>i V-Ray Next 4.30.00 版已经集成了以下几款经典插件: !"4w&bQ 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 sz09+4h# 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 [J\DB)V/ ;?6>mh(` :B#EqeI q&M:17+:Q 9EgP9up{6! :zL 393(
?M&4pO&Y V-Ray Next for 3ds Max, update 2 系统要求 KVijs1q 最低要求: g5R,% 6 Windows® 7
J~J@ ]5/ 仅支持 IPv4,目前不支持 IPv6
_'JRo%{xGX 4 GB 内存
ltEF:{mLe# 700 MB 硬盘空间
VN|G5* 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
EhXiv#CZ 推荐要求: ``-k{C#F Windows® 8
9--dRTG 仅支持 IPv4,目前不支持 IPv6
iBHw[X,b 8 GB 内存
$xcv > 更高的缓存,更高的内存带宽和更多的内核更好。
7)PJ:4IqS 700 MB 硬盘空间
Qu}N:P9l?X 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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8bbVbP 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: ]-EN/V 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) 82.HH5Z{ 新功能: t[ q3{- ■ 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;
f\=6I3z 注释:这个选项是“对位图使用颜色空间”;
.)0gz!Z ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
i]@c.QiFN ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
|DGCdB|`G ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
m>O2t- ■ 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;
U-ULQ| 6U ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
@QX4 \ ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
r.Lx%LZ\^ ■ 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;
gvK"*aIj ■ 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;
6iyt2qkh ■ 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;
#e*$2+`[A ■ .vrscene exporter(V-Ray 场景文件导出器):导出 VRayBlendMtl(VRay 混合材质)中使用材质 ID 的材质;
wb@]>MJ}[s 修改功能: {6DpPw^ " ■ VRayLight((VR)灯光):改进平行光采样;
sbpu
qOL ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
KM E XT$p ■ 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;
_5Bu [I ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
[10$a(g\x ■ V-Ray:更改渐进式图像采样器的默认值:渲染时间 - 0;噪波阈值 - 0.01;
W0+u)gDDz ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
P%ye$SASd ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
*:k~g].Iz ■ V-Ray:将 OpenEXR 更新到 2.3.0;
L/c4"f|.*v ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
hLCsQYNDU ■ 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;
g52 1Wdtnn ■ V-Ray GPU:对选定的子材质执行调试着色;
Z+OAs0}mV ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
o$*bm6o ■ V-Ray GPU:优化到多个设备的网格传输;
OA\vT${5 ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
&9S8al
8" ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
z&\Il#'\m+ ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
[%HYh7ua< ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
vQ?MM&6 ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
mYzsTUq ■ 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;
d<e+__2 ■ 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;
_Ac/i r[,: ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
V.O<|tl. ■ 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;
){?mKB5 ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
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y]!%r' ■ VRayProxy(VRay 代理):改进错误记录;
oAIY=z ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
S,ouj;B ■ 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;
a>-}\GXTA ■ 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;
3:l: ~Vn ■ 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;
1R^XWAb ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
bn^mL~ ■ 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;
"t3uW6& ■ 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;
#U\&i` ■ 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;
j3sz*: ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
Mm:a+T Bug 错误修复: B` t6H ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
Fyi?,, ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
)sqp7["- ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
V{a}#J ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
.&*
({UM ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
x`j$9XN5 ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
JWUv H ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
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c)rm ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
P@! Q1pr ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
^G7n# ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
eJVOVPg<, ■ V-Ray: Physical Material with black reflections has dark outlines;
Wj ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
.LGkr@P ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
=5s~$C ■ V-Ray: Using camera clipping planes makes the dome light invisible;
vt(}ga ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
=E6i1x%j ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
Li<266#A! ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
zYgK$u^H ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
E%J7jA4 ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
a s<q ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
|]2eGrGj4 ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
vI:bl~ ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
u_/OTy ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
R^Eu}?<f
■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
Spr:K, ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
#*;fQ&p ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
%&Q7;? ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
/xm} ?t0U ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
dW=D] ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
LXLIos55S ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
d=5}^v#4 ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
S
bqM=I+ ■ V-Ray GPU: Crash during render with volumetrics;
uL2{v ■ V-Ray GPU: Crash on stop during Light cache phase;
uRq#pYn@ ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
O
|I:[S}, ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
^9V8 M9 ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
ujHzG}2z ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
t:j07 ,1~ ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
PNxO\Rc ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
@_:?N(%( ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
VqT[ca\ ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
T`0gtSS ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
0lq4 ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
3\~fe/z'I ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
&IY_z0= ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
Fd.d( ■ V-Ray GPU: Random crash with tiled bitmaps;
'UCx^- ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
euC,]n. ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
LZ dNG\- ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
;itg>\p3 ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
sUMn
(@r ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
Rj=Om ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
``Rb-.Fq, ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
L,L7WObA ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
=Y[Ae7e ■ VRayDisplacementMod: Memory leak with 2D displacement;
1fZ:^|\ ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
L~~Yh{< ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
v^'~-^s
■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
O1,[7F.4g ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
eH{ 9w8~ ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
xkovoTzV ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
;0'v`ob'.? ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
OFv} jT ■ VRayOCIO: Error in V-Ray messages when creating new instance;
K-3 _4As ■ VRayOCIO: No scroll bar in the map color space selector;
d9"4m>ymS ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
5>Q)8`@E ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
8vK&d> ■ VRayOSL: Bucket artifacts with user attributes;
FQ%mNowuj ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
~A/_\- ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
xTT>3Fj ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
tUQ)q ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
.E&~]< ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
jxvVp*-=<j ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
n9fk{"y'G ■ VRayOSL: Wrong channel index read from the UV attribute;
x<(h9tB ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
~
4aaJ0 ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
P*>V6SK>b ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
fvDwg ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
!T*izMX} ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
2xX7dl(cC ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
]G:xT v8 ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
5S1m&s5k ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
a|.u; ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
@UKd0kxPN{ ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
Ot?rsr ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
>L%%B- ■ VFB: Certain integer render elements are not displayed when loading EXR files;
[#:k3aFz ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
hXCDlCO ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
xInWcQ ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
gnQd#` ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
"P6MLf1 ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
c&Dy{B! ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
WI%,m~ ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
fRiHs\+ ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
?^dyQhb ■ .vrscene exporter: Negative displacement through textures is not exported properly;
344- ~i* ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
zIu1oF4[ ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
FX{Sb" ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
u URf ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
u7S7lR"lxW ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
n'SnqJ&} ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
'`S,d[~ ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
r;-\z(h ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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]c08` 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: T!8,R{V]4 http://h.shanse8.com/read-htm-tid-71996.html Gd!y,n&s
[l0>pHl@ 切换器无法启动并提示系统环境问题的解决方法 WHL@]^E@m http://h.shanse8.com/read-htm-tid-70380.html ]`LMyt0
cY5h6+ _ 安装使用说明(必看): U<zOR=_ http://h.shanse8.com/read-htm-tid-71997.html HN\9d
Z<`QDBN"4 V-Ray Next 4.X for 3dsMax 安装流程图文教程 y\S}U{*Z' http://h.shanse8.com/read-htm-tid-71274.html @PutUYz
:U=*@p4? 安装前善意提醒: t~3!| @3i 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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4PR!OB /C}u,dBf 2020.2.12 修复记录: `@RTfBBg 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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<v%Q|r 下载软件: Fsz;T; 本部分内容设定了隐藏,需要回复后才能看到