这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: sDqe(x}a V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
@RD+xYm 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。
kH*P n' 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。
ezhDcI_T 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。
[#" =yzR<3 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。
/|{,sWf2 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。
r#WT`pav 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。
(VyNvB 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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BMmB 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。
h*0S$p<[1 计算能力强大 Rg29 被设计成足以面对最复杂的项目,极大范围的场景。您可以用 V-Ray 渲染任何内容。
m!XI {F@x 渲染快速 ?<X(]I.j 花费更少的等待时间,获得更多的创作空间。哪怕项目周期紧张,也可从容地做出最棒的成果。
CozKyt/r7 可控性高 :(3|HTz V-Ray 把控制权完全交给您。V-Ray 拥有众多功能,供您选择最合适您的场景的渲染方式。
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'@ 高度整合 \`'KlF2 随心所欲地工作,完全不会分心。V-Ray 与 3ds Max 无缝整合,让您的工作流程流畅又自如。
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-, 行业标杆 i;\s.wrzH 从独立艺术家到顶级工作室,都选择 V-Ray 来创作世界一流的设计和影视特效。
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ClW'W#*(Y 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 .r|*Ch#;P AH7L.L+$M V-Ray Next 4.30.00 版已经集成了以下几款经典插件: r2*<\ax 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 !jX4`/n2 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 4k}e28 ;~ 4k7Uz ;Kxbg>U ]o.vB}WsY ;|ub!z9GG g9tu%cIkR
0Vv9BL{ V-Ray Next for 3ds Max, update 2 系统要求 sLh0&R7 最低要求: w*LbH]l<- Windows® 7
K!{5[G 仅支持 IPv4,目前不支持 IPv6
"X1vZwK8N 4 GB 内存
_+QwREP 700 MB 硬盘空间
kl7A^0Qrz 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
Q}vbm4)[ 推荐要求: <+E%E4 Windows® 8
]
pPz@@xx 仅支持 IPv4,目前不支持 IPv6
aO1IVESr$ 8 GB 内存
8[5|_Eh+ 更高的缓存,更高的内存带宽和更多的内核更好。
3;/?q 700 MB 硬盘空间
2"/yEg*= 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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R_e)mkE 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: jXIEp01 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) 9N
Le&o 新功能: K3ukYR ■ 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;<DJ.XlN= 注释:这个选项是“对位图使用颜色空间”;
Y6eEGo"K.+ ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
j[DIz@^ ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
6E+=Xi ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
R;THA! ■ 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;
f5?hnt`m ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
R<g =\XO'y ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
u2lmwE ■ 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;
wo(j}O- ■ 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;
D8/sz`N7Q ■ 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;
~&~C#yjg1 ■ .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;
hEcYpng~ 修改功能: 7SHo%bA ■ VRayLight((VR)灯光):改进平行光采样;
8|<f8Z65! ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
0*{p Oe/u ■ 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;
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+d ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
!:J<pWN" ■ 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;
ddMM74 ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
Kz^ hQd ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
JOHp?3 "4 ■ V-Ray:将 OpenEXR 更新到 2.3.0;
nP)-Y#`~7 ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
Q2R>lzB ■ 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;
Z{16S=0 ■ V-Ray GPU:对选定的子材质执行调试着色;
-9i+@%{/ ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
{ r X5 ■ V-Ray GPU:优化到多个设备的网格传输;
D2-O7e ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
Xa6qvg7/ ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
^)'||Ly ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
6P6Jx; ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
th;]Vo ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
pe|\'<>i ■ 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;
6UtG-WHHt ■ 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;
?##y`.+O ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
*+# k{D, ■ 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;
i@%L_[MtA ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
sV;qpDXX ■ VRayProxy(VRay 代理):改进错误记录;
Y-?51g [u ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
+ >Fv*lux ■ 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;
jh-kCF ■ 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;
il<gjlyR]L ■ 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;
uV#-8a5! ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
VN1#8{ ■ 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;
G;Pt|F?c ■ 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;
s"gKonwI2 ■ 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;
iFXUKGiV ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
QLxXp Bug 错误修复: #p;4:IT ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
@|JPE%T ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
%l0_PhAB ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
KI^ q 5D ? ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
m(Pz7U.Q ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
R|d^M&K, ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
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6"!V ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
`"-`D!U?$ ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
!M#?kKj ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
LL6ON
} ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
OoA5!HEh ■ V-Ray: Physical Material with black reflections has dark outlines;
t\E-6u ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
S0X.8Bq ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
3:z4M9f ■ V-Ray: Using camera clipping planes makes the dome light invisible;
!rN#PF> ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
]y$V/Ij=qK ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
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N`p* ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
(PE8H~d ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
2*3B~" ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
071 E%u, ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
C$]%1<-Iv] ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
, L AJ ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
C$Hl`>?$ ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
wb}N-8x ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
xSMp[j ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
o )}< ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
AD4L`0D ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
j@_) F^12 ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
BafzQ' ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
`__?7"p
)\ ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
GJl@ag5h]! ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
$y]||tX ■ V-Ray GPU: Crash during render with volumetrics;
J#OE}xASoA ■ V-Ray GPU: Crash on stop during Light cache phase;
6^z\;,p ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
?M{6U[? ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
la"A$Tbu~ ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
Z!=Pc$? ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
QmkC~kK1. ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
36A.h,~ ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
_I}L$ ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
[#*?uu+
jK ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
)D-.7m.v] ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
o_Kc nVQ\ ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
`zOAltfd ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
;F]|HD9 ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
5Z1Do^ ■ V-Ray GPU: Random crash with tiled bitmaps;
mW(_FS2%, ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
P(i2bbU ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
l:Xf(TLa ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
88=FPEU ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
JO6vzoS3 ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
f<Um2YGW ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
p1gX4t]%}a ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
3R[J,go ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
o[r6sz: ■ VRayDisplacementMod: Memory leak with 2D displacement;
sU_4+Mk ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
,) jB<` ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
WuZn|j' ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
@' :um ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
kc']g:*]Y ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
5*za] ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
dQ~"b= ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
[Et\~'2w8= ■ VRayOCIO: Error in V-Ray messages when creating new instance;
7Bd_/A($ ■ VRayOCIO: No scroll bar in the map color space selector;
moI<b\G@ ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
eV+wnE?SB5 ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
]_xGVwem ■ VRayOSL: Bucket artifacts with user attributes;
\gv
x)S11 ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
%D0Ws9:| ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
DOU?e9I2 ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
-^Va]Lk ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
5)i0g ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
mU>*NP(L ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
LB+=?Mz V ■ VRayOSL: Wrong channel index read from the UV attribute;
S$/3K q ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
,IATJs$E ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
,dMi+c`ax ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
hG3Lj7)UH ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
hIr^"kVK ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
_J;a[Ky+[ ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
l6Bd<tSH ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
<2A' ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
sxa
( ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
El}z^e ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
j'n= Xh ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
[} 3Y1t{G ■ VFB: Certain integer render elements are not displayed when loading EXR files;
:gv#_[k ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
a@1gMZc* ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
zf#&3K 'k ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
YdaJ& ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
&ayoTE^0, ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
MLX.MUS ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
K)OlCpHc ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
N%yFL ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
I*"]!z1 ■ .vrscene exporter: Negative displacement through textures is not exported properly;
Jsl,r+'H ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
TmiQq'm[b ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
?9A[;j|a0 ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
[U0c ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
eF@E|kK ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
X(9Ff=0.~ ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
wDk[)9#A ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
Xs/hqIXB ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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>KJ]\`2>)c 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: g@L4G?hLn http://h.shanse8.com/read-htm-tid-71996.html JQqDUd
%M`&}'6' 切换器无法启动并提示系统环境问题的解决方法 moGbBkO http://h.shanse8.com/read-htm-tid-70380.html 7~&Y"&
G+}LLm.wX 安装使用说明(必看): tkmW\ http://h.shanse8.com/read-htm-tid-71997.html
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m`|Z1CT V-Ray Next 4.X for 3dsMax 安装流程图文教程 6!$S1z#wM http://h.shanse8.com/read-htm-tid-71274.html .&ZVy{uP
z} %to0W 安装前善意提醒: qhtc?A/0} 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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CY:pYke= s-*XAnot 2020.2.12 修复记录: PIA&s6U 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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(mEZ4yM 下载软件: `'93J
wYb 本部分内容设定了隐藏,需要回复后才能看到