这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: 02 FLe*zQ V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
lBn<\Y!^ 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。
Bl)D/ 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。
uP7|#>1% 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。
p;[.&oJ 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。
K[SzE{5=P 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。
G>Bgw>#_ 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。
@#"K6 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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KJn 3&7 品质值得信任 Q0PqyobD 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。
8}z PDs 计算能力强大 xZAg 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。
T~>&m~} + 渲染快速 J(~xU0gd' 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。
9 Up>e 可控性高 */]1?M@P) 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。
B]D51R\}VE 高度整合 =c[mch%E 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。
OUHd@up@n 行业标杆 QD[l 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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Z=?qf$.} 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 Bsz;GnD|r 2LN5}[12] V-Ray Next 4.30.00 版已经集成了以下几款经典插件: k|^nrjStC 1、FloorGenerator 2.10(地板生成器插件高级版)中英文切换版,
点击进入查看调用详情 %hzNkyD)Y 2、MultiTexture 2.01(地板多重随机纹理材质插件)中英文切换版,
点击进入查看调用详情 rNHV M7lMOG(\
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`S7${0e V-Ray Next for 3ds Max, update 2 系统要求 M*c`@\ 最低要求: h:+>=~\ Windows® 7
Wm ?RB0 仅支持 IPv4,目前不支持 IPv6
}FRyG% 4 GB 内存
B6Tn8@O 700 MB 硬盘空间
'x10\Q65[ 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
N|1k6g=0 推荐要求: r).S/ Windows® 8
T3{qn$t8 仅支持 IPv4,目前不支持 IPv6
.,x08M 8 GB 内存
|^@TA=_ 更高的缓存,更高的内存带宽和更多的内核更好。
U=%S6uL\bx 700 MB 硬盘空间
e:.Xs 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
NzRL(A6V M ~!*PCd5
Px K 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: -]PW\}w1 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) zYj8\iER 新功能: f=J#mmHw$ ■ 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;
/)y~%0 注释:这个选项是“对位图使用颜色空间”;
Ef$xum{ ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
Cl>'K*$F ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
wEzLfZ Oz/ ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
oChcEx% ■ 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;
z6FG^ ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
n2Ycq&O ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
>&U]j*'4 ■ 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;
<h7C_^L10\ ■ 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;
jB?Tua$,s ■ 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;
/k}vm3 ■ .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;
p#J}@a 修改功能: lgA9p
4- ■ VRayLight((VR)灯光):改进平行光采样;
WRFzb0;01 ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
't^OIil ■ 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;
|{Z?a^-NJ ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
01#a ■ 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;
[Fr.ik ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
!>;p^^e ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
+ lU:I ■ V-Ray:将 OpenEXR 更新到 2.3.0;
SH5GW3\h ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
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4:+^ ■ 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;
8KT|ixs ■ V-Ray GPU:对选定的子材质执行调试着色;
oC.:mI ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
S#_i<u$$ ■ V-Ray GPU:优化到多个设备的网格传输;
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0&h5 ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
RBJgQ<j8 ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
=MRg ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
t!AHTtI ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
b;Pqq@P|g ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
ke2'?,f ■ 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;
{(Drw~/@ ■ 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;
x'+lNlv ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
k6QQoLb$V ■ VRayOSL:在纹理图按钮,微调器和组合框上添加用于明暗器调整的工具提示;
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■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
.&TJSIx$ ■ VRayProxy(VRay 代理):改进错误记录;
NELQo#kjZ ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
H"tS3 3 ■ 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;
Uz>5!_ ■ 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;
s{2BG9s ■ 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;
-:Nowb ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
Yi1_oe ■ 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;
_~d C>`K ■ 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;
MRZWfc ■ 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;
p)(mF"\8= ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
)Mx[;IwE Bug 错误修复: Pwt4e- ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
T?I&n[Y| ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
:@I?JSi ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
7]_UZ)u ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
@]1E~ ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
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■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
$NJ]2P9L ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
:c"J$wT/ ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
w6y?D< ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
[CGvM{ ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
8XD9fB^ ■ V-Ray: Physical Material with black reflections has dark outlines;
;TD<\1HJT= ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
41>Bm*if ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
0|9(oP/: ■ V-Ray: Using camera clipping planes makes the dome light invisible;
_|D8~\y ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
d~tG#<^` ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
eXx6b~D ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
L;I.6<K. ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
>Y?B(I2e ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
yc8FEn!)& ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
ca*USM ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
/xJ,nwp7 ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
EC&t+"=R ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
]|<PV5SY3. ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
?t$sju(\ ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
5(q\x(N ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
8)Z WR3)+W ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
d%Jl9!u ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
#R4Mv(BG ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
J:dF^3Y ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
V^QKn+/ ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
Yd~K\tX:n ■ V-Ray GPU: Crash during render with volumetrics;
&{9'ylv-B) ■ V-Ray GPU: Crash on stop during Light cache phase;
n{d}]V@ ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
2!\y0*}K ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
L!V`Sb ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
0bQaXxt|p ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
yT`[9u, ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
Dx$74~2e ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
p^Ca-+R3 ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
;_amgRP7$ ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
tBtJRi( ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
J_}&Btb)e ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
[6V'UI6 ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
uEWW Y t ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
c=I!?a" ■ V-Ray GPU: Random crash with tiled bitmaps;
7IBm(# ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
'[-gKn ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
4D"IAI ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
,a?)#X ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
daWmF ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
mz1Xk ]nE ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
Q&(?D ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
(sS[F-2R7 ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
fbB(WE+ ■ VRayDisplacementMod: Memory leak with 2D displacement;
rr3NY$W ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
=ADAMP ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
~ Cks)mJs ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
wC!(STu ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
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*% ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
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■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
ex'd^y ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
=zVbZ7 ■ VRayOCIO: Error in V-Ray messages when creating new instance;
<$UMMA ■ VRayOCIO: No scroll bar in the map color space selector;
&BG^:4b ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
g.DgJX&i ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
<2A4}+p: ■ VRayOSL: Bucket artifacts with user attributes;
2r?g|<
: ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
1Na CGD" ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
A6lf-8ncx ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
p]!,BoZL ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
Fj 1/B0acS ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
SwC,=S ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
jJ55Az?t: ■ VRayOSL: Wrong channel index read from the UV attribute;
zG [-n. ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
J'@I!Jc ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
U%gP2]t%cs ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
g'pE z ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
YI%7#L7C ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
WpTC,~- ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
Ao{wd1 ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
{y<_S]0 ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
R#1m_6I ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
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■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
-|f9~(t ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
"<!|am( ■ VFB: Certain integer render elements are not displayed when loading EXR files;
e#_xDR: ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
-(:BkA ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
-MB,]m ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
{_k 6 t ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
R?l>Vr ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
7RdL/21K ■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
@Chj0wWZ> ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
!>>$'.nb@~ ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
&=02.E@ ■ .vrscene exporter: Negative displacement through textures is not exported properly;
^]aDLjD ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
ENqJ9%sk7 ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
C}+(L3Z ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
B'~.>,fg ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
/jS ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
hP9+|am% ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
rRsLl/d ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
M%$zor ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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yYF80mnJz 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%UFY-2 https://h.shanse8.com/read-htm-tid-71996.html @$~%C) %u
s6KZV@1 切换器无法启动并提示系统环境问题的解决方法 *!.'1J:YJ( https://h.shanse8.com/read-htm-tid-70380.html L
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'z+8;g.ekO 安装使用说明(必看): [qid4S~r,& https://h.shanse8.com/read-htm-tid-71997.html c()F%e:n
f#mY44:,C V-Ray Next 4.X for 3dsMax 安装流程图文教程 QEtZ]p1H@ https://h.shanse8.com/read-htm-tid-71274.html t|%iW%m4
#x"pG 安装前善意提醒: tJg 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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KZ<zsHX8H FtE%<QHt 2020.2.12 修复记录: WKmGw^ 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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.cle^P 下载软件: eK3J9;X 本部分内容设定了隐藏,需要回复后才能看到