这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: 7 )*q@ V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
@T%8EiV 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。
ZG(Pz9{K 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。
10CRgrZ 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。
gwDVWhq 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。
Hb\['VhzM 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。
:kvQ3E0 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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Mp06A.j[ 品质值得信任 NmTo/5s 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。
\7G.anY 计算能力强大 2FQTu*p&B 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。
p21li}Iu 渲染快速 5ljEh - 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。
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tnDv 可控性高 xn anca 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。
ohi0_mBz 高度整合 {Gw{W&< 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。
cC9haxW 行业标杆 0P;\ :-&p 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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!J[! i"e 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 mt4X )gV @6w V-Ray Next 4.30.00 版已经集成了以下几款经典插件: qUk-BG8^ 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 R,8Tt!n 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 $Km~x 68~5Dx 6E9o*YSk VP*B<u rVwW%& =KHX_ib
zKThM#.Wa V-Ray Next for 3ds Max, update 2 系统要求 Nzb=h/; 最低要求: B5[As8Sa Windows® 7
y:k7eE" 仅支持 IPv4,目前不支持 IPv6
? 3oUkGfn 4 GB 内存
C|]Zpn#{K 700 MB 硬盘空间
B^.:dn
支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
3dgPP@7d$ 推荐要求: **c"}S6:mC Windows® 8
Wr+1e1[ 仅支持 IPv4,目前不支持 IPv6
{ITxHt 8 GB 内存
WA5.qw 更高的缓存,更高的内存带宽和更多的内核更好。
q-S#[I+g 700 MB 硬盘空间
&Y3ZGRT 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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28j/K=0( 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: u.}H)wt 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) xdMY2u 新功能: .&n!4F' ■ 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;
T-x}o 注释:这个选项是“对位图使用颜色空间”;
x#hSN|'" ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
@0%[4 ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
Z7k ku:9 ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
ei~f1$zc#h ■ 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;
BadnL<cj] ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
[EK@f,iM ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
.etG>tH ■ 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;
6_K7!?YG7 ■ 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;
#X0Xc2}{f ■ 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;
~.z82m ■ .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;
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G`|) 修改功能: FytGg[#] ■ VRayLight((VR)灯光):改进平行光采样;
ULO_?4}B ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
iDdR-T| ■ 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;
ux)Wh.5 ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
`/<f([w ■ 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;
\Qq YH^M ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
qCq?`0&# ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
QHd|cg ■ V-Ray:将 OpenEXR 更新到 2.3.0;
!E,|EdIr ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
t{`uN ■ 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;
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& ■ V-Ray GPU:对选定的子材质执行调试着色;
B_C."{G ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
ygd*zy9 ■ V-Ray GPU:优化到多个设备的网格传输;
Nh !U ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
QBA{*@ A- ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
@6-3D/= ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
@P h'! ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
u,~+ho@ ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
X>Z83qV5d! ■ 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;
;KG}Yr72 ■ 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;
Kr`.q:0GK ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
>b~Q%{1 ■ 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;
w1
A-_ ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
Djf~8q V! ■ VRayProxy(VRay 代理):改进错误记录;
@@}muW>;T ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
z;>O5a>z ■ 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;
tq*{Hil>P` ■ 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;
|r4&@) ■ 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;
V3axwg_ ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
YT@N$kOg_ ■ 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;
_HAr0R8BY ■ 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;
4 ijZQ ■ 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;
fJi?~[5< ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
w!Z,3Yc) Bug 错误修复: u;8bbv4 ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
@!(V0 - ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
O^R^Aw ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
i^/H>E%u ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
S_Vquw(+ ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
y{nX 6 ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
<Q.-WV]Z ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
^X<ytOd5 ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
PmDar<m ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
J-Fqw-<aFJ ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
p*=9Ea: ■ V-Ray: Physical Material with black reflections has dark outlines;
!|#1z}( ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
f/=H#'+8 ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
, pr ",= ■ V-Ray: Using camera clipping planes makes the dome light invisible;
/?:]f ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
=7U8`]WA ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
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#'x_ ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
YCB=RT]&` ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
`LVX|l62 ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
5nG$6Hw ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
jhSc9 ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
_6Fj&mw(u ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
|;P9S ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
i6h , Aw3 ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
cwA+?:Ry} ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
DvvjIYB~ ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
t5pf4M7 ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
w`Js"_\ ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
``mW\=fe ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
co!#. ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
"J%/xj ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
~?n)1Vr| ■ V-Ray GPU: Crash during render with volumetrics;
y2eeE CS] ■ V-Ray GPU: Crash on stop during Light cache phase;
,kKMUshBi ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
k;pTOj ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
PO[
AP%; ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
1[vmK,N=E ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
g2WDa'{L ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
n1xN:A ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
5M2G ;o ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
8L<GAe ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
<tbsQ3 ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
fr%}|7 ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
do9@6[{Sv ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
L+PrV y ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
zF2GW ■ V-Ray GPU: Random crash with tiled bitmaps;
+`==US34 ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
<[2]p\rj ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
zR_#c3o ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
MH`H[2<\!, ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
42?X)n> ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
wY2#xD ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
\$2E ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
m?G}%u ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
DT_HG| ■ VRayDisplacementMod: Memory leak with 2D displacement;
UDHk@M ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
cjf}yn ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
,>n 4
`A ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
b<qv
/t)$ ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
1%|+yu1 ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
.9WJ/RKZ\D ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
b+\jFGC%6= ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
nJny9g ■ VRayOCIO: Error in V-Ray messages when creating new instance;
>~I~!i3 ■ VRayOCIO: No scroll bar in the map color space selector;
W|3XD-v@ ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
NjVuwIm+ ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
}`4o+ ■ VRayOSL: Bucket artifacts with user attributes;
L@w|2 ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
)JTh=w4n|z ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
ZVJbpn<lo) ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
U?d1 ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
dfGdY"& ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
N
VzR 2 ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
mQBq-; ■ VRayOSL: Wrong channel index read from the UV attribute;
Ck2O?Ne ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
iCao;Zb ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
s<|.vVi" ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
I 6a{'c(P ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
BKIAc6 ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
tQbDP!,A*= ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
P*T'R ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
|dpOE<f[ ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
bQow,vf ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
nZ hL ■ 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;
p@/!+$^{ ■ VFB: Certain integer render elements are not displayed when loading EXR files;
Hu|NS {Ke- ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
n>)CCf@H ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
Pon 2!$ ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
4~hd{8 ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
I1BVqIt1i ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
G$}\~dD ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
oh-Y ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
{3lsDU4 ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
(Ybc~M)z ■ .vrscene exporter: Negative displacement through textures is not exported properly;
@bOhnd#W ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
cjHo?m' ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
jxL}tS{j ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
{3@f(H m ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
*r@7 :a5 ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
msM ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
>A|(mc ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
)o;/*h%@ ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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& 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: )=;GQ*<8Zs http://h.shanse8.com/read-htm-tid-71996.html KiAWr-~gJ
p:Ry F4{b2 切换器无法启动并提示系统环境问题的解决方法 1fm4:xHH http://h.shanse8.com/read-htm-tid-70380.html 1)pwR3(^Fz
qq.M]?Z 安装使用说明(必看): h/ 5|3 http://h.shanse8.com/read-htm-tid-71997.html Y[)b".K
Swz{5 J2C V-Ray Next 4.X for 3dsMax 安装流程图文教程 J9eOBom8e< http://h.shanse8.com/read-htm-tid-71274.html ]xC#XYE:dy
g%Bh-O9\ 安装前善意提醒: SW5V:|/ 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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* 2020.2.12 修复记录: !C\$=\$ 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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4`yE'%6.} 下载软件: DW(
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