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V-Ray 3.50 beta 1 available for download

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  • #16
    I love that when you guys do an update...it's REALLY an updated! Great work! Other companies (autodesk COUGH!) could learn a thing or two from you guys
    Neal Biggs

    3D Generalist | Freelance | Founder | Big5 Studio
    http://big5studio.com/

    3ds Max 2022 - V-Ray5 Update 2.2

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    • #17
      Awesome! Does this work with the latest version of Forest Pro?

      Comment


      • #18
        Originally posted by danio View Post
        Awesome! Does this work with the latest version of Forest Pro?
        Which part?

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

        Comment


        • #19
          Originally posted by vlado View Post
          Which part?

          Best regards,
          Vlado
          Any and all, I guess. Sometimes after an upgrade Forest Pro stops working until their dev team catches up. More specifically I would be curious if IPR works with FP though and if changes to FP require a refresh.

          Thanks Vlado!

          Daniel

          Comment


          • #20
            Originally posted by danio View Post
            Any and all, I guess. Sometimes after an upgrade Forest Pro stops working until their dev team catches up. More specifically I would be curious if IPR works with FP though and if changes to FP require a refresh.

            Thanks Vlado!

            Daniel
            Installed it on my system and answered my own question It works with Forest Pack in general, IPR doesn't like FP updates yet though.

            Awesome Beta though, super exciting and so fast...

            Comment


            • #21
              Online License Request Forms
              https://www.chaosgroup.com/beta_forms/max

              It is not working?

              and

              The V-Ray installation includes the license server and will install it if you choose the option for a local license server.
              It is not contained.
              Last edited by flat; 24-11-2016, 12:39 AM.

              OakCorp Japan - Yuji Yamauchi
              oakcorp.net
              v-ray.jp

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              • #22
                Both work fine for me; if you have any issues it would be best to email support@chaosgroup.com

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

                Comment


                • #23
                  Hi Vlado, sounds great!

                  Do you have more details about these?:
                  Optimize GI rendering
                  (*) VRayVolumeGrid: Optimize rendering with emissive lights, Ray-Traced self-illumination and complex geometry;

                  And does the VRayVolumeGrid changes also apply to phoenixFD?

                  __________________________________________
                  www.strob.net

                  Explosion & smoke I did with PhoenixFD
                  Little Antman
                  See Iron Baby and other of my models on Turbosquid!
                  Some RnD involving PhoenixFD

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                  • #24
                    Originally posted by jstrob View Post
                    And does the VRayVolumeGrid changes also apply to phoenixFD?
                    Yes. They share the same rendering code.

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

                    Comment


                    • #25
                      Originally posted by vlado View Post
                      (*) V-Ray GPU: Support for the directionality attribute of the VRayLight in Plane mode;

                      Best regards,
                      Vlado
                      I see that you are focusing on the Plane Light here, Vlado, but it seems that I am using directionality with the Disk mode of the VrayLight much more often.

                      The good news that it seems to work fine in RT/GPU - as long as you don't adjust the Directional parameter to 1.0 (see below). Will this behavior make it to the actual release? I hope so.

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                      Also, the Vray Frame Buffer Icon for IPR (teapot with arrow) is pretty much exactly the same as Max's Active Shade Mode Icon. Since Active Shade Mode is most commonly associated with RT (for most Vray users at least), and IPR will most likely get used with Vray Advanced, isn't it confusing to use the same or similar icons?

                      Or perhaps I'm missing something...

                      Regardless, thanks for the great update!

                      -Alan

                      Comment


                      • #26
                        Originally posted by vlado View Post

                        (*) V-Ray GPU: Support for matte materials shadow catcher;

                        Best regards,
                        Vlado
                        Vlado, is this working yet? I have a very basic matte/shadow setup that is working in Vray Advanced, but not in RT/GPU. See below...

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                        Or is it set up differently now?

                        Thanks,

                        -Alan

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                        • #27
                          Originally posted by Alan Iglesias View Post
                          I see that you are focusing on the Plane Light here, Vlado, but it seems that I am using directionality with the Disk mode of the VrayLight much more often. The good news that it seems to work fine in RT/GPU - as long as you don't adjust the Directional parameter to 1.0 (see below). Will this behavior make it to the actual release? I hope so.
                          Internally we convert the disc lights to rectangle lights with a circular texture, so that's why it's not explicitly mentioned in the log. It will continue to work, yes. Will look into the issue when the directionality value is 1.0.

                          Also, the Vray Frame Buffer Icon for IPR (teapot with arrow) is pretty much exactly the same as Max's Active Shade Mode Icon. Since Active Shade Mode is most commonly associated with RT (for most Vray users at least), and IPR will most likely get used with Vray Advanced, isn't it confusing to use the same or similar icons?
                          I'm not quite sure. Do you have an idea for a less confusing icon?

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

                          Comment


                          • #28
                            Originally posted by Alan Iglesias View Post
                            Vlado, is this working yet? I have a very basic matte/shadow setup that is working in Vray Advanced, but not in RT/GPU.
                            Attached is a scene that works for me (you'll need to replace the HDR texture with your own).

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

                            Comment


                            • #29
                              Originally posted by vlado View Post
                              Internally we convert the disc lights to rectangle lights with a circular texture, so that's why it's not explicitly mentioned in the log. It will continue to work, yes. Will look into the issue when the directionality value is 1.0.
                              Ah, thanks for the explanation. As I showed the feature to the User Group last night, I think I did get it to work at 1.0 once after fiddling a bit...<g> Regardless, an excellent feature for those of us who like to use directionality while previewing lighting with GPU. ...And of course not to mention it is one less roadblock for using RT/GPU as the production renderer.

                              ...I'm not quite sure. Do you have an idea for a less confusing icon?

                              Best regards,
                              Vlado
                              Sure...I thought a nice "I" for interactive might be nice - and as long as we're at it, how's about a nice "L" for the Last Rendering icon? I always thought it needed a bit more love...

                              See Below:

                              Click image for larger version

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                              Thanks for everything!

                              -Alan

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                              • #30
                                Originally posted by vlado View Post
                                Attached is a scene that works for me (you'll need to replace the HDR texture with your own).

                                Best regards,
                                Vlado
                                So I loaded your file and I noticed right away that you were using RT/GPU as the Production Renderer - and I was using the Active Shade mode. I simply changed the Production Renderer in my scene to RT/GPU and it works just fine.

                                Is this as designed?

                                Thanks,

                                -Alan

                                Comment

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