这是 V-Ray Next for 3ds Max, update 3.0。以下是这个版本中的亮点: B } V-Ray GPU RTX 支持 - 通过 V-Ray GPU 上的 RTX 支持加快您的工作流程。
ABU~V+'2 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。
`bjPOA(g 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。
lj@ibA] 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。
U\(T<WX, 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。
.CEl{fofj 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。
eI=:z/pd 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。
)KUEkslR: 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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y1kI^B 品质值得信任 kB]*2o9-3 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。
Ex4)R2c* 计算能力强大 WU{9lL= 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。
QR h %S{ 渲染快速 ,*g.?q@W2 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。
.pPtBqp 可控性高 t^8|t(Lq 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。
RW^e#z>m"E 高度整合 =$WDB=i 随心所欲地工作,完全不会分心。V-Ray 与 3ds Max 无缝整合,让您的工作流程流畅又自如。
? io,8 行业标杆 Fz^5cxmw 从独立艺术家到顶级工作室,都选择 V-Ray 来创作世界一流的设计和影视特效。
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{wD/ 本版支持 3ds Max(Design)2014 / 2015 / 2016 / 2017 / 2018 / 2019 / 2020 的 64 位版本 ts;C:.X #E@X'jwu V-Ray Next 4.30.00 版已经集成了以下几款经典插件: mZ4I}_\, 1、FloorGenerator 2.10(地板生成器插件高级版)中英文切换版,
点击进入查看调用详情 {z7kW@c 2、MultiTexture 2.01(地板多重随机纹理材质插件)中英文切换版,
点击进入查看调用详情 +3o
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T``~YoIdz V-Ray Next for 3ds Max, update 2 系统要求 r+;AE N48 最低要求: c4xXsUBQk Windows® 7
Ar1X
mHq 仅支持 IPv4,目前不支持 IPv6
?\Lf=[ 4 GB 内存
~OOD#/ 700 MB 硬盘空间
+B-;.]L
T 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
rklK=W z 推荐要求: i`HXBq!|w Windows® 8
Y lEV@ 仅支持 IPv4,目前不支持 IPv6
%eLf6|1x 8 GB 内存
~4[4"Pi>| 更高的缓存,更高的内存带宽和更多的内核更好。
</7_T<He. 700 MB 硬盘空间
I85bzzZB 支持 SSE4.2 的第一代 Intel® Core™ 或兼容处理器(x64)
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u[2B0a 从 VRay 4.20.01 版本后的新功能、更改功能以及修复如下: nPo YjQi 内部版本 4.30.00 (V-Ray Next, update 3) (2019 年 11 月 19 日) WnZn$N. 新功能: 'Xw>?[BB ■ 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;
%K|+4ZY3 注释:这个选项是“对位图使用颜色空间”;
q'~F6$kv5 ■ V-Ray GPU:添加对 NVIDIA RTX 卡 RT 内核的支持;
wSP'pM{#2 ■ V-Ray GPU:添加对禁用的“内存帧缓冲区”的支持;
/~B\1 ■ V-Ray GPU:支持 Deep EXR(深层 EXR)输出;
KOM]7%ys1H ■ 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;
:ncR7:Z ■ VRayHDRI:添加锐化的等向(各向同性)纹理过滤方法;
(D5.NB%@ ■ VRayHDRI:允许通过其他贴图来控制 UVW 坐标;
l9up?opq ■ 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;
(fJ.o-LQ ■ 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;
]&l%L4Z ■ 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;
ELWm>'Q#9 ■ .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;
-<GSHckD 修改功能: hd E? %A ■ VRayLight((VR)灯光):改进平行光采样;
+S3r]D3v/ ■ V-Ray:自适应穹顶 VRayLight((VR)灯光)支持来自文件中的灯光缓存;
V;}6C&aP. ■ 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;
x\m?* 5p ■ V-Ray:为灯光缓存添加“动画”和“静止”预设;
aC#8%Spj ■ 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;
$sX X6K), ■ V-Ray:多线程执行 OpenEXR 压缩和解压缩以提高性能;
yj+HU5L4 ■ V-Ray:将 Embree(高性能光线跟踪)更新到 3.2.0;
4xE [S ■ V-Ray:将 OpenEXR 更新到 2.3.0;
(.DX</f/4 ■ V-Ray:将光线跟踪材质渲染为黑色以减轻其问题;
a.5^zq7#! ■ 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;
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WtTC ■ V-Ray GPU:对选定的子材质执行调试着色;
u0vq`5L ■ V-Ray GPU:改进用户定义的明暗器(GLSL、MDL 等)编译;
JTxHM?/G ■ V-Ray GPU:优化到多个设备的网格传输;
l]GUQcN= ■ V-Ray 云/V-Ray 单机:优化多维/子对象材质的渲染;
E2D}F@<] ■ VRayALSurfaceMtl(VRay 曲面材质):实现凹凸阴影;
3]iBX`Ni ■ VRayALSurfaceMtl(VRay 曲面材质):对于通过光泽折射看到的材质,不计算 SSS;
S1R:/9
z ■ VRayStochasticFlakesMtl(VRay 随机雪花材质):随机薄片通过光泽折射不可见;
xfE:r: ■ VRayCompTex(VRay 合成纹理):添加“混合量”选项来控制纹理图混合比例;
*{y/ wgX ■ 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;
O'G, ■ 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;
KH<f=?b ■ VRayMtl(VRay 材质):重新排列纹理图示例窗;
(RL5L=,u ■ 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;
SRixT+E ■ VRayOSL:显示明暗器描述和帮助 URL 按钮(如果存在);
TzCNY@y ■ VRayProxy(VRay 代理):改进错误记录;
A7;|~?? ■ VRaySamplerInfo(VRay 采样信息):渲染元素应始终以无损压缩方式保存;
:d7tzYT ^ ■ 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&:(D=pIu ■ 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;
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■ 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;
yH<^txNF ■ VFB(虚拟帧缓冲区):为镜头特效的“强度”和“阈值”参数添加滑块;
H'L~8> ■ 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;
G|Du/XYh ■ 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;
)V}u}5 ■ 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;
LM*#DLadk ■ V-Ray 场景转换器:将光线跟踪贴图转换为 VRayColor(VRay 颜色);
l%aiG+z%6} Bug 错误修复: ;OlC^\e ■ V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
![wV}.} ■ V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
lbw*T ■ V-Ray: Artifacts with Adaptive dome and VRayToon;
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(UacFO ■ V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
*}Al0\q0M ■ V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
!<wM?Q: ■ V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
Z|YiYQl[) ■ V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
oC]|ARgQk| ■ V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
L{K:XiPn ■ V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
f^8,Z+n ■ V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
b(lC7Xm ■ V-Ray: Physical Material with black reflections has dark outlines;
U"} ml ■ V-Ray: The UI menus are active during rendering in 3ds Max 2020;
6Q&R,"!$p ■ V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
i"}%ib*X ■ V-Ray: Using camera clipping planes makes the dome light invisible;
?QGAiu0 ■ V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
IS;F9{ ■ V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
F&r+"O)^-R ■ VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
P
0xInW F ■ VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
a}3sG_(Y ■ V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
[TiOh' ■ V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
(\
`knsE! ■ V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
}-H<wQ&x ■ V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
)Yvf9dl ■ V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
gd>Op ■ V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
/esSM~*H ■ V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
0Zkb}F2- ■ V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
cDMA#gp ■ V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
wrq0fHwM ■ V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
GH2D5HVN ■ V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
olzP=08aaV ■ V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
:(EU\yCzK ■ V-Ray GPU: Crash with hidden faces on subdivided geometry;
cF_hU" ■ V-Ray GPU: Crash during render with volumetrics;
}0c ■ V-Ray GPU: Crash on stop during Light cache phase;
:`6E{yfM ■ V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
$-9m8}U(Y ■ V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
H)1< ;{: ■ V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
hRZ9[F[[ ■ V-Ray GPU: Gaussian image filter doesn't match the CPU one;
;bq_Y/" ■ V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
uN V(r" ■ V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
hH8:7i ■ V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
v0`E
lkaN ■ V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
'VCF{0{H~ ■ V-Ray GPU: Nested refractive volumes are rendered wrong;
n?vrsqmZ ■ V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
"Q;n-fqf ■ V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
{Cnz7TVB ■ V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
)2C`;\/: ■ V-Ray GPU: Random crash with tiled bitmaps;
Ul7)CT2: ■ V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
9.f/d4 ■ V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
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lm ■ V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
4M'y9 ( ■ V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
_n(O?M&x ■ V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
5O<7<OB ■ VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
E9t[Mb %0 ■ VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
ZAVj q;bq ■ VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
]Sg4>tp ■ VRayDisplacementMod: Memory leak with 2D displacement;
'v iF8?_ ■ VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
~#+ Hhc( ■ VRayGLSL: Function vr_textureSize returns (0,0) always;
oF[l<OY4 ■ VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
1*<m,.$ ■ VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
6tBL?'pG ■ VRayHairNextMtl: Diffuse component should go in it's respective render elements;
qB
PUB( ■ VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
kKwb)i ■ VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
45fk+# ■ VRayOCIO: Error in V-Ray messages when creating new instance;
Kk|uN#m ■ VRayOCIO: No scroll bar in the map color space selector;
~Qjf-| ■ VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
:^7/+|}9p ■ VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
rkOLTi[$ ■ VRayOSL: Bucket artifacts with user attributes;
J+tpBPmb ■ VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
t_cNH@^3<3 ■ VRayOSL: Crash when detach and reattach a sub-texmaps;
;^VLx)q ■ VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
uM|*y-4 ■ VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
$< &N# ■ VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
CsfGjqpf ■ VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
#qqIOjS^w ■ VRayOSL: Wrong channel index read from the UV attribute;
xx[XwN; ■ VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
N,N9K ■ VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
?J[m)Uo/K ■ VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
a B(_ZX'L ■ VRayScannedMtl: Crash when loading a scene while the compact material editor open;
Z]U"i 1lA ■ VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
,T:Uk*Bj ■ VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
tkQ#mipAj ■ VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
xw[KP [( ■ VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
0^?:Zds ■ VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
v[-.]b*5A$ ■ VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
9@'^}c# ■ VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
6}b1*xQ ■ VFB: Certain integer render elements are not displayed when loading EXR files;
K+2sq+3q ■ VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
3W&f^* ■ VFB: History details comment is drawn over the previous one if changed via MAXScript;
F@4TD]E0^ ■ VFB: The scrollbar in the Color Corrections window hides some of the text;
4gyC?#Ede ■ VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
qeM`z ■ V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
q oA?
■ .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
G&2UXr3 ■ .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
E;I'b:U` ■ .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
U;PGBoe ■ .vrscene exporter: Negative displacement through textures is not exported properly;
gfr
y5e ■ .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
Vn7FbaO^ ■ .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
.zm/GtOV@ ■ .vrscene exporter: Some VRayMDL asset paths are not exported;
/Soc,PjZ ■ .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
h vC gd^M ■ .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
cN{(XmX5n ■ .vrscene exporter: VFB Color Corrections are exported even when disabled;
#0:N$'SZ ■ .vrscene exporter: Wrong UVWs in scenes with OSL;
+VE]
.*T ■ Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;
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e H0^d5bH 无名汉化版在 3dsMax 中英文环境下的 "中文提示语" 的调用方法: be->ofUYgs https://h.shanse8.com/read-htm-tid-71996.html 3D2\#6yo
8AGP*"gI 切换器无法启动并提示系统环境问题的解决方法 Zf,9 k".'C https://h.shanse8.com/read-htm-tid-70380.html A0A]#=S
'v~%rhq3 安装使用说明(必看): d#W>"Cqxqa https://h.shanse8.com/read-htm-tid-71997.html K}feS(Ji
@5,Xr`] V-Ray Next 4.X for 3dsMax 安装流程图文教程 YD@n8?~$$ https://h.shanse8.com/read-htm-tid-71274.html #Aver]eK
voitdz 安装前善意提醒: fgW>~m.W 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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4COo ~d $%"?0S 2020.2.12 修复记录: wticA#mb 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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jT $ 下载软件: cd3;uB4\, 本部分内容设定了隐藏,需要回复后才能看到