这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: 14Jkr)N V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
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@, 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。
0a's[>-'A 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。
09HqiROw 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。
y$HV;%G{26 内存跟踪 - 使用有关纹理和对象的新内存使用情况报告来优化场景。
D3;#: 视口 IPR 中的颜色校正 - 直接在视口 IPR 中应用 V-Ray 帧缓冲区颜色校正。
xAAwH@ + V-Ray GPU 支持 VRayDistanceTex - 使用 V-Ray GPU 基于几何体更快地设置场景的着色器和
渲染效果。
n ]P,5 灰尘和划痕镜头效果 - 使用新程序生成灰尘和划痕来模拟真实世界中的相机镜头效果。
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Gmh6|Dsg 品质值得信任 ^1,VvLA+ V-Ray 拥有完备的灯光,材质着色和渲染工具,帮助您创作专业的,逼真的图像和动画。
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q1|`: 计算能力强大 59M\uVWR 被设计成足以面对最复杂的项目,极大范围的场景。您可以用 V-Ray 渲染任何内容。
aO$I|!tl 渲染快速 $~<]G)*Z 花费更少的等待时间,获得更多的创作空间。哪怕项目周期紧张,也可从容地做出最棒的成果。
[$%O-_x 可控性高 78/,rp#'_ 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。
<e@+w6Kp'7 高度整合 6~c:FsZ) 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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9:P 行业标杆 8XdgtYm 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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20A`]-D 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 EohvP[i F;sZc,Y,^ V-Ray Next 4.30.00 版已经集成了以下几款经典插件: =a^}]k} 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 FDCc?>,o 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 U;#9^<^ pq$-s7#
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D0^h;wJ=4+ V-Ray Next for 3ds Max, update 2 系统要求 {;vLM*
' 最低要求: LR#BP}\b' Windows® 7
fLS].b]1N 仅支持 IPv4,目前不支持 IPv6
76cLf~|d~ 4 GB 内存
f~ wgMp.W0 700 MB 硬盘空间
s@IgaF { 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
/mXxj93UA 推荐要求: V]NCFG Windows® 8
h:RP/0E 仅支持 IPv4,目前不支持 IPv6
|'-%d^Z 8 GB 内存
EF6h>"']/ 更高的缓存,更高的内存带宽和更多的内核更好。
aW-6$=W 700 MB 硬盘空间
gxx#<=` 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
7=%Oev&0g- #q4uS~
XO+rg&Pu 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: bQ(-M: 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) |kP utB 新功能: ?}uuTNLl) ■ 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;
<{GVA0nr 注释:这个选项是“对位图使用颜色空间”;
+IO>% ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
G;$;$gM ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
JQ6M,O ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
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HXhl ■ 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;
g/fpXO\ ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
MXa^g" ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
[orL.D] ■ 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;
a]T&-#c,} ■ 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;
@0 /qP<E ■ 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;
HA*L*:0 ■ .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;
//_H_ue$ 修改功能: )+hV+rM jp ■ VRayLight((VR)灯光):改进平行光采样;
8M@'A5] ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
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dct#4 ■ 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;
4a"Fu<q ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
m$kQbPlatN ■ 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;
z.!N|"4yr ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
0n}13u=} ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
:t{~Mi=T ■ V-Ray:将 OpenEXR 更新到 2.3.0;
wOl?(w=| ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
r8Mx+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;
a+E&{pV ■ V-Ray GPU:对选定的子材质执行调试着色;
6(Pan% ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
}OL"38P ■ V-Ray GPU:优化到多个设备的网格传输;
Z[oEW>_A ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
$/++afim ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
/|1p7{km ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
l%0bF9\ ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
4VWk/HK-! ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
,Of^xER` ■ VRayDiffuseFilter(VRay 漫反射过滤器)/VRayReflectionFilter(VRay 反射过滤器)/VRayRefractionFilter(VRay 折射过滤器):移除“颜色贴图”选项;
_h~ksNm5u ■ VRayExtraTex(VRay 附加纹理):添加一个选项,以禁用渲染元素的有损 DWAA/DWAB 压缩;
IOcQI:4.` ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
wA=r]BT ■ VRayOSL:在纹理图按钮,微调器和组合框上添加用于明暗器调整的工具提示;
1i y$ n ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
QJGGce ■ VRayProxy(VRay 代理):改进错误记录;
{^VtD ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
~t`^|cr| ■ 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;
Jz}nV1G(jz ■ 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;
>lQo _p(; ■ 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;
"|SMRc ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
L"bOc'GfQ ■ 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;
{3~VLdy ■ 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;
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,s ■ 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;
?[D3-4 ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
4xy\ Bug 错误修复: e7vm3<m4 ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
YG "Ta|@5 ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
SK<Rk ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
@IT[-d ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
l& :EKh ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
CWj_K2=d ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
S*h52li ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
j#NyNv(jE1 ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
fqNh\~kja ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
A~zn; ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
*}?[tR5 ■ V-Ray: Physical Material with black reflections has dark outlines;
=o@;K~- ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
=7Ln&tZ ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
YagfCi ? ■ V-Ray: Using camera clipping planes makes the dome light invisible;
~?ab_CY ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
l45/$G7 ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
<2$vo ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
YIQD9 ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
Y.^L^ "%dF ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
|z-f8$ ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
d&AG~,&d| ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
uP~,]ci7 ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
N*Y[[N( ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
5ggyk0 ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
!xs}CxEyA ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
"1O_h6C ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
Z8v\>@?5R ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
<Q[%:LD ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
5100fX} ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
_@5Xmr ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
($di]lbsT ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
Gu;40)gm ■ V-Ray GPU: Crash during render with volumetrics;
Z{8%Cln ■ V-Ray GPU: Crash on stop during Light cache phase;
:~-: ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
rZK h}E ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
0'sZ7f<e7 ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
Hav &vV ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
SSe;&Jk2d ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
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* ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
P~7(x7/7~ ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
Fe8X@63 ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
c |0p'EQ ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
a1,)1y~ ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
^EIuGz1@0 ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
LWr YKi ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
+2[0q% i ■ V-Ray GPU: Random crash with tiled bitmaps;
ximVh}'a ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
+G;<D@gSa0 ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
:EW1I>}_ ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
B4 bB`r ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
&D<6Go/)_* ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
=1 Plu5 ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
L IKuK# ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
2UQF:R?LQ ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
dPO"8HQ ■ VRayDisplacementMod: Memory leak with 2D displacement;
-.Wwo(4 ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
KXZG42w ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
DXJw)%G
w ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
!I|_vJ@< ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
rvx2{1}I ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
<j,I@% ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
aP (~l_ ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
-Tvnd, ■ VRayOCIO: Error in V-Ray messages when creating new instance;
^WU[+H ; ■ VRayOCIO: No scroll bar in the map color space selector;
5%wA"_ ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
I3Co ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
YS4"TOFw ■ VRayOSL: Bucket artifacts with user attributes;
9~^k3!>0 ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
_e8Gt6> ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
:bo2H[U+ ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
Ag3+z+uS ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
5~>j98K ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
Y q/vym-O5 ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
EWl9rF@I ■ VRayOSL: Wrong channel index read from the UV attribute;
Tq^B>{S" ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
j!L7r'AV5 ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
@Nm{H ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
8~!h8bkC ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
dtQ3iuV % ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
xt@v"P2Ok ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
$/u.F; ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
"<L9-vb ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
#BEXj<m+J ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
p-oEoA ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
!~m PxGY ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
}PMlG ■ VFB: Certain integer render elements are not displayed when loading EXR files;
2_6@&2 ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
25vq#sS] ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
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f[1> ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
47&p*= ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
`'rvDaP ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
"NV~lJS% ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
<?rdhx ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
[L2N[vy; ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
`b)i;m ■ .vrscene exporter: Negative displacement through textures is not exported properly;
7Zh#7jiZ` ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
~. 5[ ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
-+Ox/>k ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
o3:h!(#G ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
U uSCqI}; ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
aslb^ ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
*kNXju ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
xf3/J{n3 ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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]2mfby 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: E#yG}UWe http://h.shanse8.com/read-htm-tid-71996.html K^[Dz\ov5
o=Kd9I# 切换器无法启动并提示系统环境问题的解决方法 bx3kd+J7 http://h.shanse8.com/read-htm-tid-70380.html {xQ(xy
B"Ttr+ 安装使用说明(必看):
Wo/LrCg http://h.shanse8.com/read-htm-tid-71997.html *|.-y->
\r&9PkHWo V-Ray Next 4.X for 3dsMax 安装流程图文教程 /~_,p,:aP http://h.shanse8.com/read-htm-tid-71274.html lm(k[]@
%g=SkQ&d 安装前善意提醒: =o,6iJ^?$m 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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p7]V1w : HpR(DG)
? 2020.2.12 修复记录: =
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( 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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x10u?@ 下载软件: M%qHf{ B 本部分内容设定了隐藏,需要回复后才能看到