这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: lQ?_1H~4= V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
kntULI$` 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。
Qsr+f~"W 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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=tGrHL 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。
fWl #CI\] 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。
opon"{ 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。
kQO5sX$; V-Ray GPU 支持 VRayDistanceTex - 使用 V-Ray GPU 基于几何体更快地设置场景的着色器和
渲染效果。
g ~>nT>6 灰尘和划痕镜头效果 - 使用新程序生成灰尘和划痕来模拟真实世界中的相机镜头效果。
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MUMB\K*$ 品质值得信任 k~=P0"; 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。
/7K7o8g 计算能力强大 >9X+\eg- 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。
Xb1is\JB 渲染快速 <E7y:%L[Go 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。
/F}dC/W 可控性高 SHqz&2u 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。
3SI%>CO} 高度整合 h`Xl~= 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。
z"V`8D 行业标杆 XknbcA| 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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3+V.9TL'a 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 zO 6Sl[) LEY k V-Ray Next 4.30.00 版已经集成了以下几款经典插件: 'HvJ]}p 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 &Pgk$e%> 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 /^, /o l!%V&HJV
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-<^3!C > V-Ray Next for 3ds Max, update 2 系统要求 tflUy\H> 最低要求: [)nU?l Windows® 7
~lH2#u>g 仅支持 IPv4,目前不支持 IPv6
Z^GXKOeq 4 GB 内存
N~9zQ 700 MB 硬盘空间
iI!g1 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
fl<j]{*v 推荐要求: Z4tc3e
Windows® 8
:/i13FQ 仅支持 IPv4,目前不支持 IPv6
WmZ,c_ 8 GB 内存
?)FY7[x. 更高的缓存,更高的内存带宽和更多的内核更好。
yb'v*B] 700 MB 硬盘空间
bE2{^5iG 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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`}*jjnr" 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: $EPDa?$* 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) Q?-u J1J 新功能: "
{Nw K ■ 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;
=lS@nRH 注释:这个选项是“对位图使用颜色空间”;
S-G#+Ue2 ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
4mF=A$Q_/ ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
o@:u:n+. ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
]\oE}7K%r ■ V-Ray 云:将 Chaos 云客户端应用
安装程序添加到 V-Ray for 3ds Max 安装程序中;
q|.K&@_'K ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
+/2: ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
9Q*zf@w ■ VRayHDRI:当从另一个纹理获取贴图坐标时,添加“过滤倍增”参数可分别控制模糊;
{$^Lb4O[V ■ 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;
-Hu]2J) ■ 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;
dG'5: ,n/ ■ .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;
K6z-brvw" 修改功能: Nyo,6 AA ■ VRayLight((VR)灯光):改进平行光采样;
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■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
_K|513I ■ 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;
U0%m*i ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
@X*r5hjc ■ 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;
oFUP`p%[ ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
\m;"KyP+ ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
I@9k+JB ■ V-Ray:将 OpenEXR 更新到 2.3.0;
!t92_y3 ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
&`4v,l^Zi6 ■ 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;
_jCjq ■ V-Ray GPU:对选定的子材质执行调试着色;
zSFqy'b.M- ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
l+1GA0'JP ■ V-Ray GPU:优化到多个设备的网格传输;
4?{e?5) ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
Qv@Z# ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
4aQb+t, ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
#7A_p8 ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
va/$dD9 ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
2!35Tj"RFE ■ VRayDiffuseFilter(VRay 漫反射过滤器)/VRayReflectionFilter(VRay 反射过滤器)/VRayRefractionFilter(VRay 折射过滤器):移除“颜色贴图”选项;
|VL(#U ■ VRayExtraTex(VRay 附加纹理):添加一个选项,以禁用渲染元素的有损 DWAA/DWAB 压缩;
Jh'\ nDz@e ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
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$ ■ 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;
Bld $<uU ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
bNG;`VZ% ■ VRayProxy(VRay 代理):改进错误记录;
LA.xLU3 ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
^c{,QS{ ■ VRayVolumeGrid(VRay 体积栅格):通过从元数据中读取 VDB 缓存的最小最大通道范围,而不是计算它们来加快 VDB 缓存的加载;
t4H@ZvAH0 ■ VRayVolumeGrid(VRay 体积栅格):使 Phoenix(火凤凰流体动力学插件)等值面的 UVW 坐标与相应网格的坐标相等;
,HxsU,xiG ■ VFB(虚拟帧缓冲区):在 OCIO 颜色校正中添加“图像保存”选项,以保存校正后的图像;
s}d1 k ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
/QsFeH ■ VFB(虚拟帧缓冲区):在渲染前,通过 MAXScript 启用默认分辨率以外的渲染区域设置;
<}3c%Q1 ■ VFB(虚拟帧缓冲区):仅读取初始渲染时保存的窗口位置,然后使用最后一个有效位置;
"bRg_]\q6 ■ VFB(虚拟帧缓冲区):VFB(虚拟帧缓冲区)镜头特效面板的 UI(用户界面)改进;
-BNlZgk-^ ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
'|b { Bug 错误修复: pHFh7-vj ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
*=1;HN3 ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
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%mVd ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
@+VvZc2Y ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
h94SLj] ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
8x
jJ ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
<R7*00 ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
S<f&?\wK=v ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
p;:tzH\l ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
~4[2{M.0>@ ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
K6kPNi ■ V-Ray: Physical Material with black reflections has dark outlines;
_=jc%@]1y ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
!Y-MUZ$f ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
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X ■ V-Ray: Using camera clipping planes makes the dome light invisible;
p2PD';" ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
__c:$7B/4U ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
TH/!z,(> ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
y-}lz#N ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
T1;yw1/m5\ ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
!,Wd$UK ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
\SnW(,`o X ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
?)1h.K1}M ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
A$A7F=x ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
3j0/&ON ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
y<k-dbr ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
|]DZc/ ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
.%3bXK+F ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
Q5r cPU>A ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
1QE-[| ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
Tx0/3^\>8A ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
}Q`Kg8L ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
B c*Rn3i@ ■ V-Ray GPU: Crash during render with volumetrics;
h(] O;a- ■ V-Ray GPU: Crash on stop during Light cache phase;
+f+x3OMX3 ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
z>vzXM ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
aT(Pf7
O ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
?nB).fc ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
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6}6G% ■ 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;
7w|W\J^7r ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
engql; ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
t}qoIxy) ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
aQMET~A: ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
=JOupw ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
E%3WJ%A ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
' ,a'r.HJH ■ V-Ray GPU: Random crash with tiled bitmaps;
rV"<1y:g ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
(JocnM|U ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
XtNe) Ry ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
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Lv$bPZ/ ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
]B:g<}5$4 ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
{|^9y]VFu ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
37v!:xF! ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
f%an<>j^w ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
69!J'kM[ ■ VRayDisplacementMod: Memory leak with 2D displacement;
Nw+0b4{ ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
/wljbb/s ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
SWz+.W{KQ" ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
m_W\jz??k ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
,LSF@1|Fx ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
V.XHjHT ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
Q|@!zMy ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
|<\o%89AM ■ VRayOCIO: Error in V-Ray messages when creating new instance;
|n \HxU3 ■ VRayOCIO: No scroll bar in the map color space selector;
^cZF#%k ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
|+~CdA ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
k_r12Bu ■ VRayOSL: Bucket artifacts with user attributes;
I+kGEHO} ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
izebQVQO* ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
IiHl"2+/ ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
}N]|zCEj ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
awB1ryrOF ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
jX-v9eaA ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
skh6L!6*< ■ VRayOSL: Wrong channel index read from the UV attribute;
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