这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: [PX%p;"D V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
Nbb2wr9A 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。
*b8AN3! 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。
8/T[dn 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。
sT'j36Nc<, 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。
crQ_@@X?< 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。
1+9!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。
T^Ol=QCu 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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bT15jNa 品质值得信任 Fv<3VKueK[ 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。
i} 5M'~F 计算能力强大 _B0C]u3D 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。
Y<h6m]H 渲染快速 I]a [Ngj 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。
A1n4R 可控性高 <%.lPO]&E 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。
sQ.t3a3m 高度整合 0#CmB4!<O 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。
m48Ab` 行业标杆 "}vxHN# 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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9/_~YY=/h 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 rv`GOta* ^*w}+tB V-Ray Next 4.30.00 版已经集成了以下几款经典插件: |w+
O.%= 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 yb,X
}"Et 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 KcUR
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fzA Fn$[ V-Ray Next for 3ds Max, update 2 系统要求 OL%}C*Zq 最低要求: 0b['{{X( Windows® 7
xkU8(= 仅支持 IPv4,目前不支持 IPv6
7t1as. 4 GB 内存
jgS3# 700 MB 硬盘空间
SUv'cld 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
dPbn[*: 推荐要求: |rG)Q0H, Windows® 8
gwdAf%|f 仅支持 IPv4,目前不支持 IPv6
u!&T}i: 8 GB 内存
;^u,[d 更高的缓存,更高的内存带宽和更多的内核更好。
rS+) )! 700 MB 硬盘空间
D9NQ3[R 9 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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K~2sX>l 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: g4W/T 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) -*Rf [|Z 新功能: F\^8k /0 ■ V-Ray:添加一个
渲染器参数“ options_useColorSpaceForBitmaps”,该参数告诉所有 VRayHDRI
贴图由文件名来确定颜色空间;
dP+wcl4 注释:这个选项是“对位图使用颜色空间”;
a!/\:4-uc ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
p5tb=Zg_ ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
4hLk+ z<n ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
ACi,$Uq6R ■ 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;
XzSl"U PYH ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
: r ~iFP* ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
qg=`=]j ■ 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;
F6111Q </ ■ 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;
[Z"Z5e` ■ 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;
ygj%VG ■ .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;
8/(}Wet 修改功能:
{U$XHG ■ VRayLight((VR)灯光):改进平行光采样;
JVkuSIR> ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
.?5
~zK ■ 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;
F-rhxJd ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
%J9u?-~ ■ 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;
Anu: ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
@vyEN.K%mm ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
b@8z+,_ ■ V-Ray:将 OpenEXR 更新到 2.3.0;
w(aj' i ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
H`fJ<So? ■ 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;
pTG[F ■ V-Ray GPU:对选定的子材质执行调试着色;
ym%` l! ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
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■ V-Ray GPU:优化到多个设备的网格传输;
@@U ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
SyI~iW#Y1 ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
YcX"Z~O6j= ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
SO *oBA' ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
LYL_Ah'= ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
gAorb\iJ ■ 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;
9%|skTgIqH ■ 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;
|[iO./zP ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
jQm~F`z ■ 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;
:{)uD
; ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
![ce } ■ VRayProxy(VRay 代理):改进错误记录;
As>Og ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
yH-&o, ■ 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;
qGH[kd ■ 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;
}JST(d& ■ 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;
TO5y.M|7 ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
@fmp2!?6 ■ 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;
:Ob^b3<t ■ 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;
'@+q_v@Jl ■ 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;
]!sCWR ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
}]dzY( Bug 错误修复: zE1=P/N ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
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■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
[Q8Wy/o
Q ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
Tim/7*vx ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
8$]SvfX ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
hG~.Sc:G ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
YU6|/
<8 ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
p|nPu*R-\ ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
"2-D[rYZ ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
7_Te-i ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
`5oXf ■ V-Ray: Physical Material with black reflections has dark outlines;
eB9&HD: ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
6
F 39' ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
?RsPAL ■ V-Ray: Using camera clipping planes makes the dome light invisible;
f$5pp=s: n ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
/DHV-L ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
/3hY[#e ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
fD\Fq'29{ ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
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■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
V'dw=W17V ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
fyT|xI`iD ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
$.w$x1 ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
`s+kYWg'Z ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
H0])>1sWB ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
(xTGt",_Jo ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
k$f2i,7' ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
0!0o[3* ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
GNrRc3dr$ ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
H
n]( )/ ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
b3 =Z~iLv ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
(G{S* + ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
dXM8iP ■ V-Ray GPU: Crash during render with volumetrics;
gE^pOn ■ V-Ray GPU: Crash on stop during Light cache phase;
z'1%%.r;FM ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
|`o1B;lc ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
EVaHb; ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
(=c,b9cb ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
o_k)x3I? ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
p"jze3mF ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
dy5}Jn%L ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
-gt?5H h ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
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dhsc ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
olxxs( ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
, .;0xyc ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
ZADMtsk ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
mDbTOtD ■ V-Ray GPU: Random crash with tiled bitmaps;
MVvBd3 ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
F$'u` ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
k_1@?&3 ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
gg%)#0Zi ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
A4#FAFy ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
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■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
i+~BVb ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
rrj.]^E_~ ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
q6nRk~ ■ VRayDisplacementMod: Memory leak with 2D displacement;
a`f@&A`z ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
Qb/:E}h]$ ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
.7b%7dQ<\ ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
Y\B6c^E) ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
.lP',hn ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
g9VY{[V ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
$*%, ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
0^uUt- ■ VRayOCIO: Error in V-Ray messages when creating new instance;
Q/0gd? U? ■ VRayOCIO: No scroll bar in the map color space selector;
Fih
pp< ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
<y^_&9 ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
P3|s}& ■ VRayOSL: Bucket artifacts with user attributes;
vFntzN># ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
;e5PoLc ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
t $Rc
0 ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
.yXqa"p ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
e]88 4FP ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
3s%ND7!/ ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
7(.Z8AO ■ VRayOSL: Wrong channel index read from the UV attribute;
x@rQ7K> ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
vZTXvdF ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
=r ^_D= ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
@g5y_G{SP ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
;j1E 6 ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
Ri" hU/H{ ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
|3,WiK=' ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
\uPzj_kU6 ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
uWdF7|PN7 ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
s~ 8g ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
70 R6: ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
C&w0HoF ■ VFB: Certain integer render elements are not displayed when loading EXR files;
[%dsq`b# ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
Io3-\Ff ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
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■ VFB: The scrollbar in the Color Corrections window hides some of the text;
uM[|>t ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
;Y*K!iFWH ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
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