V-Ray Next for 3ds Max update 3 is now available for download from our website.
This update is mainly focused at the support of the RT Cores through our new V-Ray GPU engine type "RTX", but there are a lot of other goodies and bug fixes added.
Mind that if you want to use the RTX engine, you'll have to update your driver to 441.28. Blog post / Updated System Requirements / Choose GPU device for rendering
Change log in the Docs (if you don't want to scroll )
Build 4.30.00 (V-Ray Next, update 3) (19 November 2019)
==============
New features:
(*) V-Ray: Add a renderer parameter "options_useColorSpaceForBitmaps" that tells all VRayHDRI maps to determine the color space from the file name;
(*) V-Ray GPU: Add support for RT cores of NVIDIA RTX cards;
(*) V-Ray GPU: Add support for disabled "Memory frame buffer";
(*) V-Ray GPU: Support for Deep EXR output;
(*) V-Ray Cloud: Add the Chaos Cloud client app installer to the V-Ray for 3ds Max installer;
(*) VRayHDRI: Add a sharp isotropic texture filtering method;
(*) VRayHDRI: Allow UVW coordinates to be controlled through another map;
(*) VRayHDRI: Add a "Filter mult" parameter to control the blur separately when mapping coordinates are taken from another texture;
(*) VRayOSL: Add the ability for normal texture maps to be a part of a shading graph in OSL for 3ds Max;
(*) VRayVolumeGrid: Added support for Volumetric and Mesh mode rendering of the new TexUVW Phoenix FD channel;
(*) vrscene exporter: Export material IDs of materials used in VRayBlendMtl;
Modified features:
(*) VRayLight: Improved sampling of directional lights;
(*) V-Ray: Adaptive dome VRayLight support for Light Cache from file;
(*) V-Ray IPR: Add GI contribution to the Isolate Selected objects in Debug Shading;
(*) V-Ray: Add "Animation" and "Still" presets for the Light cache;
(*) V-Ray: Change the default values of the Progressive image sampler: Render time - 0; Noise threshold - 0.01;
(*) V-Ray: Multi-threaded execution of OpenEXR compression and decompression to improve performance;
(*) V-Ray: Update Embree to v3.2.0;
(*) V-Ray: Update OpenEXR to v2.3.0;
(*) V-Ray: Render Raytrace material as black to mitigate problems with it;
(*) V-Ray GPU: Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes;
(*) V-Ray GPU: Implement debug shading for selected sub-materials;
(*) V-Ray GPU: Improved user-defined shaders (GLSL, MDL etc.) compilation;
(*) V-Ray GPU: Optimize mesh transfers to multiple devices;
(*) V-Ray Cloud/V-Ray Standalone: Optimize rendering of Multi/Sub-Object material;
(*) VRayALSurfaceMtl: Implement bump shadowing;
(*) VRayALSurfaceMtl: SSS is not computed for materials seen through glossy refraction;
(*) VRayStochasticFlakesMtl: Stochastic flakes are not visible through glossy refraction;
(*) VRayCompTex: Add "Mix amount" option to control texmap mix ratios;
(*) VRayDiffuseFilter/VRayReflectionFilter/VRayRefractionFilter: Remove the "color mapping" option;
(*) VRayExtraTex: Add an option to disable lossy DWAA/DWAB compression for a render element;
(*) VRayMtl: Rearrange the texmap slots;
(*) VRayOSL: Add tooltips on texmap buttons, spinners and combo boxes for shader tweaks;
(*) VRayOSL: Show shader description and help URL button if either is present;
(*) VRayProxy: Improve errors logging;
(*) VRaySamplerInfo: The render element should always be saved with lossless compression;
(*) VRayVolumeGrid: Speed up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them;
(*) VRayVolumeGrid: Equalize UVW coordinates of Phoenix Isosurfaces with those of the corresponding Meshes;
(*) VFB: Add "Save in image" option to OCIO color corrections, to save the corrected image;
(*) VFB: Add sliders for Lens effects' "Intensity" and "Threshold" parameters;
(*) VFB: Enable setting of the render region via MAXScript outside the default resolution before rendering;
(*) VFB: Read the saved window position only for the initial render and use the last valid position afterwards;
(*) VFB: UI improvements for the VFB Lens Effects panel;
(*) V-Ray scene converter: Convert Raytrace maps to VRayColor;
This update is mainly focused at the support of the RT Cores through our new V-Ray GPU engine type "RTX", but there are a lot of other goodies and bug fixes added.
Mind that if you want to use the RTX engine, you'll have to update your driver to 441.28. Blog post / Updated System Requirements / Choose GPU device for rendering
Change log in the Docs (if you don't want to scroll )
Build 4.30.00 (V-Ray Next, update 3) (19 November 2019)
==============
New features:
(*) V-Ray: Add a renderer parameter "options_useColorSpaceForBitmaps" that tells all VRayHDRI maps to determine the color space from the file name;
(*) V-Ray GPU: Add support for RT cores of NVIDIA RTX cards;
(*) V-Ray GPU: Add support for disabled "Memory frame buffer";
(*) V-Ray GPU: Support for Deep EXR output;
(*) V-Ray Cloud: Add the Chaos Cloud client app installer to the V-Ray for 3ds Max installer;
(*) VRayHDRI: Add a sharp isotropic texture filtering method;
(*) VRayHDRI: Allow UVW coordinates to be controlled through another map;
(*) VRayHDRI: Add a "Filter mult" parameter to control the blur separately when mapping coordinates are taken from another texture;
(*) VRayOSL: Add the ability for normal texture maps to be a part of a shading graph in OSL for 3ds Max;
(*) VRayVolumeGrid: Added support for Volumetric and Mesh mode rendering of the new TexUVW Phoenix FD channel;
(*) vrscene exporter: Export material IDs of materials used in VRayBlendMtl;
Modified features:
(*) VRayLight: Improved sampling of directional lights;
(*) V-Ray: Adaptive dome VRayLight support for Light Cache from file;
(*) V-Ray IPR: Add GI contribution to the Isolate Selected objects in Debug Shading;
(*) V-Ray: Add "Animation" and "Still" presets for the Light cache;
(*) V-Ray: Change the default values of the Progressive image sampler: Render time - 0; Noise threshold - 0.01;
(*) V-Ray: Multi-threaded execution of OpenEXR compression and decompression to improve performance;
(*) V-Ray: Update Embree to v3.2.0;
(*) V-Ray: Update OpenEXR to v2.3.0;
(*) V-Ray: Render Raytrace material as black to mitigate problems with it;
(*) V-Ray GPU: Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes;
(*) V-Ray GPU: Implement debug shading for selected sub-materials;
(*) V-Ray GPU: Improved user-defined shaders (GLSL, MDL etc.) compilation;
(*) V-Ray GPU: Optimize mesh transfers to multiple devices;
(*) V-Ray Cloud/V-Ray Standalone: Optimize rendering of Multi/Sub-Object material;
(*) VRayALSurfaceMtl: Implement bump shadowing;
(*) VRayALSurfaceMtl: SSS is not computed for materials seen through glossy refraction;
(*) VRayStochasticFlakesMtl: Stochastic flakes are not visible through glossy refraction;
(*) VRayCompTex: Add "Mix amount" option to control texmap mix ratios;
(*) VRayDiffuseFilter/VRayReflectionFilter/VRayRefractionFilter: Remove the "color mapping" option;
(*) VRayExtraTex: Add an option to disable lossy DWAA/DWAB compression for a render element;
(*) VRayMtl: Rearrange the texmap slots;
(*) VRayOSL: Add tooltips on texmap buttons, spinners and combo boxes for shader tweaks;
(*) VRayOSL: Show shader description and help URL button if either is present;
(*) VRayProxy: Improve errors logging;
(*) VRaySamplerInfo: The render element should always be saved with lossless compression;
(*) VRayVolumeGrid: Speed up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them;
(*) VRayVolumeGrid: Equalize UVW coordinates of Phoenix Isosurfaces with those of the corresponding Meshes;
(*) VFB: Add "Save in image" option to OCIO color corrections, to save the corrected image;
(*) VFB: Add sliders for Lens effects' "Intensity" and "Threshold" parameters;
(*) VFB: Enable setting of the render region via MAXScript outside the default resolution before rendering;
(*) VFB: Read the saved window position only for the initial render and use the last valid position afterwards;
(*) VFB: UI improvements for the VFB Lens Effects panel;
(*) V-Ray scene converter: Convert Raytrace maps to VRayColor;
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