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V-Ray 3.10.01 available for download

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  • V-Ray 3.10.01 available for download

    Hello guys,

    V-Ray 3.10.01 is now available for download from our website. Before you get too excited, let me say that we will have a patch next week with some minor fixes, so it may be best to wait until then. Nevertheless, if you find any issues, please let us know.

    We had a build yesterday that didn't work correctly; if you downloaded that, please get an updated installation from our website. We apologize for this inconvenience.

    There is a short video demonstrating some of the new features here:
    https://www.youtube.com/watch?v=Hy-tRHExWgU

    The full changelog from the previous release is as follows:

    Build 3.10.01 (official) (November 2014)
    ==============

    New features:
    (*) V-Ray: Further optimizations for render speed;
    (*) Updated to OpenEXR 2.2.0 and added new DWA compression options to VRayOptionsRe;
    (*) Support for point cloud rendering in 3ds Max 2015;
    (*) Built-in DMC samples calculator for VRayLight, VRayMtl and brute force GI;
    (*) .vrmesh viewer: Added a .vrmesh viewer tool for previewing .vrmesh and Alembic files in a standalone OpenGL application;
    (*) Embree: Update to Embree 2.3;
    (*) Embree: Proxies and instances can now be accelerated by Embree;
    (*) Embree: Can now accelerate hair rendering for Ornatrix and HairFarm;
    (*) V-Ray: Added "GI filter multiplier" option to the Global switches rollout to control texture filtering for GI rays for VRayHDRI;
    (*) V-Ray: Secondary matte environment background slot to control the appearance of matte objects in reflections/refractions;
    (*) V-Ray: When created, V-Ray will automatically load a preset named "default" if there is one (allows for customized default values);
    (*) V-Ray RT: Support for Carbon Scatter;
    (*) V-Ray RT: Support for the V-Ray VFB for ActiveShade session;
    (*) V-Ray RT CPU: Support for the VRayClipper object;
    (*) V-Ray RT CPU: Support for Ornatrix and HairFarm rendering;
    (*) V-Ray RT GPU: Support for using the light cache for GPU rendering;
    (*) V-Ray RT GPU: Support for coherent tracing (may improve rendering performance);
    (*) V-Ray RT GPU CUDA: Support for the nVidia Maxwell GPU architecture;
    (*) V-Ray RT GPU CUDA: Support for the VRayFastSSS2 material;
    (*) V-Ray RT GPU CUDA: Initial support for hair rendering for Ornatrix and HairFarm;
    (*) V-Ray RT GPU CUDA: On-the-fly recompilation of the GPU kernel to include only features used by the particular scene;
    (*) VFB: Ability to dock/undock History window and Color Corrections window to the main VFB window;
    (*) VFB: Added highlight burn color correction to the VFB;
    (*) VFB: Added "background image" color correction to the VFB;
    (*) VFB: Added white balance color correction;
    (*) VFB: Added the ability to save multi-channel .vrimg and OpenEXR files from the VFB UI;
    (*) VFB: Added the ability to load arbitrary file formats in the V-Ray VFB for post-processing;
    (*) VRayInstancer: Implement a new geometric plugin for instancing objects on a ParticleFlow and other particle systems;
    (*) VRayHDRI: Added image preview in the file open dialog;
    (*) VRayHDRI: Added controls to specify UDIM/UVTILE tiles for the preview in material editor;
    (*) VRayScatterVolumeMtl: Greatly improved calculations; ability to use the light cache;
    (*) VRayScannedMtl: Support rendering of scanned real-world BRDF materials;
    (*) VRayProxy: Support for hair and particle instances;
    (*) VRayProxy: Support for subdivision objects in Alembic files using OpenSubdiv;
    (*) VRayLight: Disc light shape;
    (*) VRayLight, VRayIES, VRaySun: Added parameters to control the diffuse and specular contributions separately;
    (*) VRayLightSelect render element: Added "mode" parameter to allow extracting the full/raw/diffuse/specular contribution of specific lights;
    (*) VRayMtl: Added GGX BRDF model;
    (*) VRayMtl: Added clip opacity mode option for faster rendering of trees etc;
    (*) VRayMultiSubTex: Extended with new randomized modes for choosing colors;
    (*) VRayVelocity render element: Added include/exclude list;
    (*) ply2vrmesh: Added export options to export specified frames to separate files;
    (*) ply2vrmesh: Added Alembic frame offset output to the files;
    (*) ply2vrmesh: Added option to merge two or more .vrmesh files into one;
    (*) vrimg2exr: Added -multiPart option to vrimg2exr that produces an OpenEXR 2 file with each render element in its own "part";

    Modified features:
    (*) V-Ray: Added an option to open the V-Ray messages window on error or warning only;
    (*) V-Ray: Added by Object IDs selection method for Render mask;
    (*) V-Ray: Added MaxScript access to the Trace sets include/exclude flag;
    (*) V-Ray: Added %numPasses and %numSubdivs stamp keywords;
    (*) V-Ray: "Camera Motion Blur" is controlled independently on "Motion Blur" setting;
    (*) V-Ray: Embree enabled by default;
    (*) V-Ray: Improved render speed when not using any render elements;
    (*) V-Ray: Light cache "Use for glossy rays" option is enabled by default;
    (*) V-Ray: Optimized hair rendering in general;
    (*) V-Ray: Reduced memory usage for hair and particles;
    (*) V-Ray: Renamed the "Time independent" option to "Lock noise pattern" in the DMC sampler rollout;
    (*) V-Ray: The default GI methods are set to Brute force/Light cache;
    (*) V-Ray: The default image sampler set to Progressive;
    (*) V-Ray: The image sampler parameters rollout is unfolded by default;
    (*) V-Ray: VFB is cleared always when doing network rendering with render mask;
    (*) V-Ray RT: Improved refresh speed;
    (*) V-Ray RT: Removed the Show Mask option from the user interface, the mask is written in VRaySampleRate render element for the progressive sampler;
    (*) VFB: Improved anaglyph stereoscopic preview to reduce retinal rivalry;
    (*) VFB: Improved initialization speed of the History window when there are a lot of images in the history;
    (*) VFB: The vfbControl MaxScript function returns values for the commands that have states;
    (*) VFB: Made the History window compliant with the 3ds Max color theme;
    (*) .vrscene exporter: Added combo box to select between Scene Animation/Frame range, the latter remembers the start/end values;
    (*) VRay2SidedMtl: Added ability to filter the translucency effect through the diffuse color of the front-facing side;
    (*) VRayClipper: More robust and faster algorithm is used;
    (*) VRayDirt: Added "double sided" option;
    (*) VRayDirt: The distribution parameter can now take negative values for more defined edges;
    (*) VRayFastSSS2: Added opacity texture slot;
    (*) VRayHairFarmMod and VRayOrnatrixMod: Faster rendering of hair;
    (*) VRayHDRI: Added MaxScript access to "coords" parameters;
    (*) VRayLight: Added the ability to display the light name in the viewport;
    (*) VRayLight: Somewhat faster sampling of rectangle lights;
    (*) VRayMtl: Multiple layers of glass rendered with noise;
    (*) VRayOSLMtl/VRayOSLTex: Improved shader cache logic, now the compiled shaders reside entirely in a memory buffer;
    (*) VRayOSLMtl/VRayOSLTex: Removed dependency of shader name on the shader file name;
    (*) VRayProxy: Export texture coordinates for .vrmesh preview, if preview mesh is specified;
    (*) VRayProxy: Same proxies are automatically instantiated;
    (*) VRayProxy: Show proxy color set names in Vertex Color texture "Channel Name" list;
    (*) VRayProxy: Show the extra color channels from Alembic files in the "Channel Name" drop-down of Vertex Color maps applied to the proxy object;
    (*) VRayProxy: Support for Material ID channel when rendering with point clouds;
    (*) VRayShadow: Made the U, V, W Area shadow sizes animatable in the VRayShadows params rollout;

    Best regards,
    Vlado
    Last edited by vlado; 11-12-2014, 04:12 AM.
    I only act like I know everything, Rogers.

  • #2
    The last part of the changelog:

    Bug fixes:
    (*) Progressive sampler: Adaptive image sampling based on the Noise threshold did not work correctly;
    (*) Progressive sampler: Fixed crash with region rendering and sample rate render element;
    (*) Progressive sampler: Switch to sRGB color mapping for AA, leading to faster sampling;
    (*) Crashes with building the SD tree in specific scene;
    (*) Render mask was not exported to .vrscene files;
    (*) DR: X-Ref scenes were not transfered with DR option "Transfer missing assets";
    (*) Fixed incorrect depth with camera motion blur for deep image output;
    (*) Fixed a crash with "Render to fields" enabled on 3ds Max 2012;
    (*) Fixed unhandled exception error when rendering geometry imported from Revit;
    (*) Fixed render crash with ProBoolean scene geometry;
    (*) Fixed slow SD tree build on many-core machines;
    (*) 3ds Max crashed with pressing "Last VFB" button when V-Ray RT is set for Production renderer;
    (*) V-Ray: Fixed Embree crash on AMD machines;
    (*) V-Ray: Fixed Embree crashes with specific scenes;
    (*) V-Ray: Fixed incorrect rendering of 3ds Max Populate with motion blur with Embree;
    (*) V-Ray: DR hosts saved in scene were appended to the hosts list and used for consequent renderers;
    (*) V-Ray: Fixed a crash when rendering a scene with ParticleFlow that is not generating geometry;
    (*) V-Ray: Fixed imageSampler_renderMask_texmap MaxScript property name;
    (*) V-Ray: Fixed issue where VRayMtl's "Affect all channels" affects matte surfaces visible through refractive objects;
    (*) V-Ray: Fixed light leaks when rendering bump mapping on surfaces that face away from the light;
    (*) V-Ray: Fixed Render mask with Light Cache as secondary GI engine, causes darker final result;
    (*) V-Ray: Fixed rendering wrong object when render selection mask is used with object that has Renderable property disabled;
    (*) V-Ray: Fixed tiled EXR clipping to half-float precision;
    (*) V-Ray: Fixed wrong error message "error: Auto-backup is enabled at file..." appearing when license is not found;
    (*) V-Ray: Strand index was not returned to shaders (e.g. Ox Hair);
    (*) V-Ray RT: Adaptive image sampling based on the Noise threshold did not work correctly;
    (*) V-Ray RT: Fixed progress window update;
    (*) V-Ray mesh exporter: Fixed crash when exporting point clouds with "lowest level point size" < 1.0;
    (*) V-Ray mesh exporter: Particle systems were not exported with the "Export all selected objects in a single file" option
    (*) V-Ray Toolbar: Button were not working after 3ds Max Custom UI Layout load/reset;
    (*) VFB: Edit boxes accept values without pressing enter;
    (*) VFB: Fixed crash with Lens effects and active link to PDPlayer when an update occurs;
    (*) VFB: Fixed lag when clicking between the VFB and other 3ds Max windows;
    (*) V-Ray Bitmap to V-RayHDRI converter: Fixed error when converting bitmaps to tiled EXR;
    (*) V-Ray Light Lister: Fixed an issue with light temperature;
    (*) VRayBPTracer: Fixed calculation errors causing NAN results;
    (*) VRayBPTracer: Fixed crash with particular scenes;
    (*) VRayClipper: The clipper showed up with ambient occlusion;
    (*) VRayClipper: The clipper affected objects from its Exclude list even when it is hidden;
    (*) VRayClipper: There is ambiguous situation with instancing, rendering the last copy only;
    (*) VRayColor: Color swatch and gamma were not displayed as Additional Params in the Slate material editor;
    (*) VRayFastSSS2: Fixed crash when rendering the object has Dent texmap for displacement;
    (*) VRayFur: Fixed fur placement on "Selected faces" for 3ds Max 2014/2015;
    (*) VRayHDRI: EXR textures are always loaded as 32-bit floating point;
    (*) VRayHDRI: Fixed crash with IFL input when saving in a material library;
    (*) VRayHDRI: Fixed Crop/Place not working;
    (*) VRayHDRI: Fixed overbright pixels occurring with specific texture values;
    (*) VRayHDRI: The texture cache size for tiled textures in VRayHDRI did not work correctly for values over 2 GB;
    (*) VRayLight: Fixed incorrect rendering of Dome lights with scaling, they should not take it into account;
    (*) VRayMtl: Fixed Self-illumination multiplier value not taken into account;
    (*) VRayOSLTex: Fixed crash when used as environment texture;
    (*) VRayPhysicalCamera: Tilt/Shift parameters were not reflected in the viewport when loading a scene;
    (*) VRayProxy: Cannot select in the viewport if there is a recorded preview mesh that falls outside the render-mesh bounding box;
    (*) VRayProxy: Fixed crash when opening a scene containing a proxy created from an empty group;
    (*) VRayProxy: Fixed incorrect UVW coordinates with point clouds;
    (*) VRaySkinMtl: Fixed textured scatter radiuses not taken into account;
    (*) img2tiledexr: Alpha channel was created even if there was not such in the input image;
    (*) img2tiledexr: Fixed wrong pixel aspect in the output image;
    I only act like I know everything, Rogers.

    Comment


    • #3
      Great SP! Congrats to the team!

      Comment


      • #4
        Gratulations to the whole team! Awesome SP
        Cheers,
        Oliver

        https://www.artstation.com/mokiki

        Comment


        • #5
          Excellent! I think I will roll this out very shortly while Christmas is upon us... good time for testing. Hopefully no major bugs...

          There are so many new/changed features that are actually directly useful but the features I'm personally most excited about:

          (*) V-Ray: Further optimizations for render speed;
          (*) Embree: Update to Embree 2.3;
          (*) V-Ray: Secondary matte environment background slot to control the appearance of matte objects in reflections/refractions;
          (*) V-Ray: When created, V-Ray will automatically load a preset named "default" if there is one (allows for customized default values);
          (*) Embree: Proxies and instances can now be accelerated by Embree;
          (*) VRayLight: Disc light shape;
          (*) VRayLight, VRayIES, VRaySun: Added parameters to control the diffuse and specular contributions separately;
          (*) VRayLightSelect render element: Added "mode" parameter to allow extracting the full/raw/diffuse/specular contribution of specific lights;
          (*) VFB: Added highlight burn color correction to the VFB;
          (*) VFB: Added "background image" color correction to the VFB;
          (*) VFB: Added white balance color correction;
          (*) VFB: Added the ability to save multi-channel .vrimg and OpenEXR files from the VFB UI;
          (*) VFB: Added the ability to load arbitrary file formats in the V-Ray VFB for post-processing;
          (*) V-Ray: Added an option to open the V-Ray messages window on error or warning only;
          (*) V-Ray: Added by Object IDs selection method for Render mask;
          (*) V-Ray: Embree enabled by default;
          (*) V-Ray: Improved render speed when not using any render elements;
          (*) V-Ray: Light cache "Use for glossy rays" option is enabled by default;
          (*) V-Ray: Renamed the "Time independent" option to "Lock noise pattern" in the DMC sampler rollout;
          (*) V-Ray: The default GI methods are set to Brute force/Light cache;
          (*) VRayClipper: More robust and faster algorithm is used;
          (*) VRayDirt: Added "double sided" option;
          (*) VRayDirt: The distribution parameter can now take negative values for more defined edges;
          (*) VRayLight: Added the ability to display the light name in the viewport;
          (*) VRayLight: Somewhat faster sampling of rectangle lights;
          (*) VRayMtl: Multiple layers of glass rendered with noise;
          (*) VRayProxy: Same proxies are automatically instantiated;
          (*) Progressive sampler: Adaptive image sampling based on the Noise threshold did not work correctly;
          (*) Progressive sampler: Fixed crash with region rendering and sample rate render element;
          (*) Progressive sampler: Switch to sRGB color mapping for AA, leading to faster sampling;

          Great work as always!
          Alex York
          Founder of Atelier York - Bespoke Architectural Visualisation
          www.atelieryork.co.uk

          Comment


          • #6
            praise the vray gods
            Brendan Coyle | www.brendancoyle.com

            Comment


            • #7
              great job! wow
              Sean MacNintch

              Comment


              • #8
                Nice one !
                Congrats and thanks to the Chaos team
                Nicolas Caplat
                www.intangibles.fr

                Comment


                • #9
                  Noticed that the "VERSION 3.0" image in the About V-Ray rollout needs updating
                  Alex York
                  Founder of Atelier York - Bespoke Architectural Visualisation
                  www.atelieryork.co.uk

                  Comment


                  • #10
                    Originally posted by alexyork View Post
                    Noticed that the "VERSION 3.0" image in the About V-Ray rollout needs updating
                    Yeah, last thing on my mind

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

                    Comment


                    • #11
                      Thanks Chaosgroup, it looks like a lot of neat features/upgrades

                      Looking forward to test.
                      www.bpositive.dk

                      Comment


                      • #12
                        Just found my first bug.

                        Xref scenes renders even when they are hidden in isolation mode..!
                        www.bpositive.dk

                        Comment


                        • #13
                          Btw. Vlado could you tell us a bit about the new opacity modes!?

                          I guess for archviz with a lot of 3d nature, this could speed up things quite a bit.

                          Would it be easy to make a script for changing all materials for another setting or perhaps an override function?

                          Thanks
                          www.bpositive.dk

                          Comment


                          • #14
                            Originally posted by Bpositive View Post
                            Btw. Vlado could you tell us a bit about the new opacity modes!?
                            I've tried to explain it here, let me know if it is unclear or if you have any questions:

                            https://docs.chaosgroup.com/display/...ymodeparameter

                            At some point we will probably switch to the "stochastic" mode by default as sort of a middle ground...

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

                            Comment


                            • #15
                              Thanks Vlado, seems like a good idea.

                              In the meantime could some brilliant scripter, make something that could change all the materials in a scene!?
                              www.bpositive.dk

                              Comment

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