这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: s,Azcqem V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
;LD!eWSK, 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。
Bq@_/*'*Y 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。
+VT/c 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。
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"]1 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。
KDxqz$14- 视口 IPR 中的颜色校正 - 直接在视口 IPR 中应用 V-Ray 帧缓冲区颜色校正。
VH M&Y-G V-Ray GPU 支持 VRayDistanceTex - 使用 V-Ray GPU 基于几何体更快地设置场景的着色器和
渲染效果。
iC2``[m" 灰尘和划痕镜头效果 - 使用新程序生成灰尘和划痕来模拟真实世界中的相机镜头效果。
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Opavno%& 品质值得信任 u'`eCrKT* V-Ray 拥有完备的灯光,材质着色和渲染工具,帮助您创作专业的,逼真的图像和动画。
*{DpNV8" 计算能力强大 18nT
Iz_ 被设计成足以面对最复杂的项目,极大范围的场景。您可以用 V-Ray 渲染任何内容。
f*o+g:]3 渲染快速 hg7^#f95u 花费更少的等待时间,获得更多的创作空间。哪怕项目周期紧张,也可从容地做出最棒的成果。
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~SA3M: 可控性高 &8\6%C V-Ray 把控制权完全交给您。V-Ray 拥有众多功能,供您选择最合适您的场景的渲染方式。
t#d{hEr 高度整合 (h"-#q8$ 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。
eHb@qKnf 行业标杆 >t#5eT`_ w 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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;F|8#! ( 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 Fe1XczB >N~orSw% V-Ray Next 4.30.00 版已经集成了以下几款经典插件: hx! :F"# 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 ~6=aoF5"3? 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 s2`} ~ k%R(Qga
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[9d\WPLC V-Ray Next for 3ds Max, update 2 系统要求 `(r0+Qx 最低要求: [e>2HIS, Windows® 7
WDI3* 仅支持 IPv4,目前不支持 IPv6
XMzQ8|] 4 GB 内存
hcpe~spz9| 700 MB 硬盘空间
Wo Z@ 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
k*OHI/uiow 推荐要求: V@+X4`T Windows® 8
LVy`U07C V 仅支持 IPv4,目前不支持 IPv6
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vHy{S4 8 GB 内存
>3,}^`l 更高的缓存,更高的内存带宽和更多的内核更好。
_C=01 %/ 700 MB 硬盘空间
--k!KrL 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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36Lf8~d4"h 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: fm$Qd^E|e 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) r?|(t? 新功能: 3m~,6mQ ■ V-Ray:添加一个
渲染器参数“ options_useColorSpaceForBitmaps”,该参数告诉所有 VRayHDRI
贴图由文件名来确定颜色空间;
_Ea1;dJmq 注释:这个选项是“对位图使用颜色空间”;
XjmAM/H4 ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
(=j/"Mb ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
V bNN1'a- ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
\=$G94% ■ 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;
^5)=)xVF ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
O]?\<&y ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
].Ra=^q ■ 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;
z@~mu ■ 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;
`-Tb=o}. ■ 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;
-=n!k^?lK ■ .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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修改功能: IsVR4t] ■ VRayLight((VR)灯光):改进平行光采样;
W"\+jHF" ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
7mn&w$MS4: ■ V-Ray IPR(V-Ray 交互式产品级渲染):在调试着色中向“孤立选定对象”添加全局照明(GI)基值;
4^9qs%& ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
uz:r'+v ■ V-Ray:更改渐进式图像采样器的默认值:渲染时间 - 0;噪波阈值 - 0.01;
ezhfKt]j ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
UMMGT6s,E8 ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
7#*`7 K'P! ■ V-Ray:将 OpenEXR 更新到 2.3.0;
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g ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
b/tcD r ■ V-Ray GPU:实现预倍增灯光缓存,从而优化某些场景的着色计算;
BqavI&1= ■ V-Ray GPU:对选定的子材质执行调试着色;
T t_QAIl ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
.3>q3sS ■ V-Ray GPU:优化到多个设备的网格传输;
Q91mCP~$ ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
dIA1\;@ ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
cnDF`7xrT ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
_UbyhBl ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
zs'Jgm.v ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
f%P#. ■ 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;
z)R\WFBW ■ 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;
#wGOlW;R ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
}_Y\6fcd ■ 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;
&$h#9 ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
3=0b ■ VRayProxy(VRay 代理):改进错误记录;
}!WuJz" ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
awLSY:JI ■ VRayVolumeGrid(VRay 体积栅格):通过从元数据中读取 VDB 缓存的最小最大通道范围,而不是计算它们来加快 VDB 缓存的加载;
]XWtw21I1 ■ VRayVolumeGrid(VRay 体积栅格):使 Phoenix(火凤凰流体动力学插件)等值面的 UVW 坐标与相应网格的坐标相等;
)>pIAYCVP ■ VFB(虚拟帧缓冲区):在 OCIO 颜色校正中添加“图像保存”选项,以保存校正后的图像;
m'2EiYX$}\ ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
R?:(~ X\ ■ 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;
BbgKaC q ■ 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;
y p pZ@ ■ 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;
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n ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
3\|PwA9fN8 Bug 错误修复: V)mi1H|m ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
~b9fk)z! ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
ItG|{Bo ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
"gXvnl ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
Rts}y:44 ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
.b<wNUzP ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
{<2q ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
l^v,X%{Iz ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
=jvN8R*[ ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
r6e!";w:U ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
S{~j5tQv^q ■ V-Ray: Physical Material with black reflections has dark outlines;
p5bM/{DP;K ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
liTAV9< ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
wM#q [m; ■ V-Ray: Using camera clipping planes makes the dome light invisible;
L%f$ & ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
D o!]t7Y$ ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
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PfEI ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
P)hawH= ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
h>"Z=y ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
_P{v=`]Eu ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
/Pa<I^-# ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
Bh!J&SM: ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
Z/I`XPmk ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
QK`2^ ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
:,=Z)e ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
u2Qs}FX ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
w7h=vy n? ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
7.xJ:r| ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
Jf8AKj3 ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
2v\-xg%1 ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
MYeGr3V3 ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
DX#F]8bWl ■ V-Ray GPU: Crash during render with volumetrics;
U>_#,j ■ V-Ray GPU: Crash on stop during Light cache phase;
7S9Q{ ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
%uhhQ<zs% ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
j<*`?V^ ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
MEn#MT/Cz ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
k~b8=$ ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
_a,XL<9 I ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
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`W9 ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
R!LKGiN ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
XD\Z$\UJE ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
mF !=H% ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
Aw *:5 I[ ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
"A?_)=zZ ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
v{2Vg ■ V-Ray GPU: Random crash with tiled bitmaps;
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-.@k' ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
'u2Qq"d+ ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
~ Qt$) ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
{L8(5 ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
TGz5t$]I ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
<!vAqqljt ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
%j=,c{`Q ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
U)p P^:| ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
i4"xvLK4 ■ VRayDisplacementMod: Memory leak with 2D displacement;
!2N#H~{ ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
{hM*h(W~3 ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
@]HV:7<q ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
EQ>bwEG ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
s^9N7' ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
Nu{RF ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
9bXU!l[ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
-zz9k=q ■ VRayOCIO: Error in V-Ray messages when creating new instance;
);;UNO21+ ■ VRayOCIO: No scroll bar in the map color space selector;
^B?koU l^ ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
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■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
Dl/UZ@8pl ■ VRayOSL: Bucket artifacts with user attributes;
VkhK2 ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
7!JoP?! ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
}.zgVLL ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
G68N@g ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
i$:CGUb ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
-07(#> ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
6nGDoW# ■ VRayOSL: Wrong channel index read from the UV attribute;
Z*]n]eS ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
YBS]JCO ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
xI:;%5{LN ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
5-mJj&0:! ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
J;_JHlK ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
,CM$A}7[ ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
053W2Si ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
`XWxC:j3% ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
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~KxOE( ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
]B,S <*h ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
?ST}0F00} ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
8v]{ 5 ■ VFB: Certain integer render elements are not displayed when loading EXR files;
]7u8m[@ ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
iPFYG ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
9C4l@jrF ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
VhW;=y>} ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
wyc,Ir ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
2Qy!Aa ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
PZ ogN ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
.y\HQ^j ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
YwF6/JA0^ ■ .vrscene exporter: Negative displacement through textures is not exported properly;
h?ia4t ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
eLC&f} ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
n7MS{` ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
W?l .QQk ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
~lF lv+,% ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
.y0](
h ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
(jm.vL&5j ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
Fd\XDc[g ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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,|4Ye 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: ~c="<xBE http://h.shanse8.com/read-htm-tid-71996.html PPqTmx5S
<{U{pCT% 切换器无法启动并提示系统环境问题的解决方法 OhW=F2OIV http://h.shanse8.com/read-htm-tid-70380.html avpw+M6+
7XDV=PQ[ 安装使用说明(必看): I1myu Z http://h.shanse8.com/read-htm-tid-71997.html 6oP{P_Pxi
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}8HY)> V-Ray Next 4.X for 3dsMax 安装流程图文教程 0v@/I< http://h.shanse8.com/read-htm-tid-71274.html SznE:+
2*citB{ 安装前善意提醒: N4To#Q1w 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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|nEVOy>' IMGqJc,7 2020.2.12 修复记录: 5b#6 Y 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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,GX~s5S8 下载软件: B~>cNj< 本部分内容设定了隐藏,需要回复后才能看到