这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: P,ZQ*Ju V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
y#
\"yykB 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。
[;hkT 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。
L[PqEN\i 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。
j&dCP@G 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。
H,<CR9@(5d 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。
Zbl*U(KU? 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。
POm;lM$ 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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%o/@0.w 品质值得信任 dH0>lV 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。
&OFVqm^ 计算能力强大 ;s~xS*(C 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。
<NDV 5P 渲染快速 #2\M(5d 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。
StR)O))I 可控性高 T+0z.E!~I 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。
gzK/ l: 高度整合 W|;`R{<I% 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 4`5W] J]6 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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~yngH0S$[b 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 (0_]=r=q bQ?Vh@j(M V-Ray Next 4.30.00 版已经集成了以下几款经典插件: o|n+;h
1、FloorGenerator 2.10(地板生成器插件高级版)中英文切换版,
点击进入查看调用详情 \ z*<^ONq 2、MultiTexture 2.01(地板多重随机纹理材质插件)中英文切换版,
点击进入查看调用详情 0aGauG[ _=[pW2p MD0d X)TZ S Zic:d-Q47 uW(Ngcpr
j)mS3#cH V-Ray Next for 3ds Max, update 2 系统要求 tnXW7ej ^ 最低要求: Y}\3PaUa Windows® 7
OtZtl*5 仅支持 IPv4,目前不支持 IPv6
grd
fR`3 4 GB 内存
hg^klQD 700 MB 硬盘空间
Ac>GF 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
qm=9!jqC; 推荐要求: .KYDYdoS' Windows® 8
(WGEX(| 仅支持 IPv4,目前不支持 IPv6
iqTmgE- 8 GB 内存
?zXlLud8 更高的缓存,更高的内存带宽和更多的内核更好。
UXS+GAWU 700 MB 硬盘空间
DC$x}1 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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d:n.Vp 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: pmDFmES 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) gn${@y? 新功能: T
"t%>g ■ V-Ray:添加一个
渲染器参数“ options_useColorSpaceForBitmaps”,该参数告诉所有 VRayHDRI
贴图由文件名来确定颜色空间;
f:A1j\A? 注释:这个选项是“对位图使用颜色空间”;
*i7|~q/u ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
Qb1hk*$= ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
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nc ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
;[j)g,7{ ■ 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;
nA#dXckoc ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
G+Zm ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
+@yTcz ■ 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;
glRHn?p ■ 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;
xAAwH@ + ■ 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;
;XGO@*V5T ■ .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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0Fg 修改功能: S8)6@ECC ■ VRayLight((VR)灯光):改进平行光采样;
B["C~aF ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
IX 2 dic' ■ 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;
p6W|4_a? ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
qv$m5CJvK ■ V-Ray:更改渐进式图像采样器的默认值:渲染时间 - 0;噪波阈值 - 0.01;
B)u*c]<qU ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
mvt%3zCB! ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
c R6:AGr ■ V-Ray:将 OpenEXR 更新到 2.3.0;
C7T}:V](q ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
@j=Q$k.GF ■ 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;
=2.q=a|' ■ V-Ray GPU:对选定的子材质执行调试着色;
)TzQ8YpO} ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
*32hIiCm ■ V-Ray GPU:优化到多个设备的网格传输;
BXB ZX@jVk ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
)>U7+ Me ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
.*Ylj2nM ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
E]dmXH8A ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
rki0! P` ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
#l#8-m8g) ■ 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;
F;sZc,Y,^ ■ 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;
jWqjGX` ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
?Es(pwJB ■ 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;
qPF`=# ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
u.dYDi ■ VRayProxy(VRay 代理):改进错误记录;
lgQ"K(zY ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
x>$e* ■ VRayVolumeGrid(VRay 体积栅格):通过从元数据中读取 VDB 缓存的最小最大通道范围,而不是计算它们来加快 VDB 缓存的加载;
p(Ux]_s% ■ VRayVolumeGrid(VRay 体积栅格):使 Phoenix(火凤凰流体动力学插件)等值面的 UVW 坐标与相应网格的坐标相等;
cB=ExD.Q ■ VFB(虚拟帧缓冲区):在 OCIO 颜色校正中添加“图像保存”选项,以保存校正后的图像;
cPy/}A ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
`i<omZ[aT ■ VFB(虚拟帧缓冲区):在渲染前,通过 MAXScript 启用默认分辨率以外的渲染区域设置;
N> xdX5 ■ VFB(虚拟帧缓冲区):仅读取初始渲染时保存的窗口位置,然后使用最后一个有效位置;
5XoM) ■ VFB(虚拟帧缓冲区):VFB(虚拟帧缓冲区)镜头特效面板的 UI(用户界面)改进;
B,A,5SuMk ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
-}(2}~{e( Bug 错误修复: .F},Z[a& ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
uH]oHh!}j ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
_;M3=MTM9 ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
#MFIsx)r ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
iD*L<9 ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
YD;G+"n?T ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
3$ wK*xK ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
EF6h>"']/ ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
V503 ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
_n1[(I ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
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Y4 ■ V-Ray: Physical Material with black reflections has dark outlines;
.,20_<j%= ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
Xv3pKf-K ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
"([/G?QAG ■ V-Ray: Using camera clipping planes makes the dome light invisible;
T<-_#}.Hn ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
L7hRFf-o ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
h aApw(.% ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
`BVmuUMm ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
^qnmKA>"F ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
*MB>,HU ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
,yA[XAz~U ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
5VJe6i9; ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
G:p85k` ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
1)MDnODJ ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
M(zZ8# ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
}zx
~ ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
SI=u-'% ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
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*Xn"o ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
P.qzP/Ny ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
S
YDE`- ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
s<)lC;#e ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
:Ys~Lt54 ■ V-Ray GPU: Crash during render with volumetrics;
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dct#4 ■ V-Ray GPU: Crash on stop during Light cache phase;
G %6P`: ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
*Ud(HMTe ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
L]|mWyzT ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
`X}:(O^GO ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
yGf7k>K' ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
E5d$n*A ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
:Ko6.| ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
$+!dP{ ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
^,acU\}VqP ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
>sfg`4 ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
x8PT+KC ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
H<Oo./8+ ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
t?W}=%M[ ■ V-Ray GPU: Random crash with tiled bitmaps;
(~=.[Y ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
?)xIn)#ls ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
hfaU-IPcFX ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
* x/!i^ ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
N1c=cZDV ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
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2&@@< ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
d;Vy59}eY ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
|h>PUt@LL ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
AK2Gm-hHK ■ VRayDisplacementMod: Memory leak with 2D displacement;
p,Ff,FfH ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
*qd:f!Q3 ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
EKwQ$?I ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
0bg"Q4 ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
*@2Bh4 ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
XO <wK ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
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VV@ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
>XD?zF)6 ■ VRayOCIO: Error in V-Ray messages when creating new instance;
{"y/;x/ ■ VRayOCIO: No scroll bar in the map color space selector;
hi7_jl6 ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
@I_cwUO ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
WE<?y_0y& ■ VRayOSL: Bucket artifacts with user attributes;
ejROJXB ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
f98,2I(>`+ ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
[2%[~&4 ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
#@XBHJD\# ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
.Ro/ioq ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
Av X1* ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
/x<g$!`X ■ VRayOSL: Wrong channel index read from the UV attribute;
@CMI$}!{V ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
D31X {dJ ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
DeO-@4+qKd ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
!FEc:qH ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
b IDUa ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
dbp\tWaW ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
u?osX;'w ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
q6zVu( ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
AjzTszByu ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
j-<]OOD ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
_&<n'fK[ ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
inP2y ?j ■ VFB: Certain integer render elements are not displayed when loading EXR files;
u'YXI="( ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
Hon2;-:]{] ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
6h 0qtXn- ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
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