I also can't seem to locate the new 3.0 Update from the Newsletter today. The last one I can access is from May.
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V-Ray 3.0 For 3ds Max Updates
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V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
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Autodesk Expert Elite Member
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GGX is a shader model that has some advantages over Phong and Blinn. It's great for reflections. It facilitates getting that hard specular surrounded with a diffuse falloff haze around it, among other things.------------------------------------------------------------
V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
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Autodesk Expert Elite Member
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Hello guys,
I can see that a lot of you had different kind of issues with our website: slow speed / faulty errors / missing builds and etc.
That might be due to server overloading - would you please try to access and download the new version again and let us know if you have any issues like extremely slow speed and etc?
Thank you very much in advance.
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V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
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Autodesk Expert Elite Member
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I got the new update with no problem other than it was a little slow but figured it was just getting overloaded...Cheers,
-dave
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Originally posted by RobH22 View PostHi Svetlozar,
On my end there is no file available in Firefox, Chrome or IE. I cleared my cache and in all of them I get the following:
[ATTACH=CONFIG]21151[/ATTACH]Last edited by Svetlozar Draganov; 03-10-2014, 01:20 AM.
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Is there an ETA on the service pack?
Originally posted by vlado View PostThe GGX BRDF is a feature of the upcoming service pack of V-Ray for 3ds Max.
Best regards,
Vlado
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Originally posted by RobH22 View PostGGX is a shader model that has some advantages over Phong and Blinn. It's great for reflections. It facilitates getting that hard specular surrounded with a diffuse falloff haze around it, among other things.
When gamma is at 2.0, the special-case model is called GGX (or just TR, without the "Generalized" keyword), while with gamma at 10, the behaviour is extremely close to the Beckmann model.
Notice the gtr gamma is doing exceedingly pretty things with and without fresnel active, and at very small increments of gamma/gloss around some key values, spread around the whole BRDF domain.
In early tests i was using it as a diffuse base, to give you an idea of just how powerful the model is, particularly considering back then gamma was fixed at 2.0.
Here's a test render from Vlado. (Hey, you posted it on G+, man! :P )
http://help.chaosgroup.com/vray/imag...tr_render.html
and a link to the chief paper in matters of BRDFs at this moment in time, from Disney, from which pretty much everyone is drawing inspiration or straight-out code (see fig.18 for the BRDFs gamma comparison.)
https://disney-animation.s3.amazonaw...f_notes_v2.pdfLele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostThe hotspot-to-tail ratio is now fully configurable within the bounds of the GTR (Generalized-Trowbridge-Reitz) BRDF, with an added parameter called "Gamma" (nothing to do with the LWF gamma.).
When gamma is at 2.0, the special-case model is called GGX (or just TR, without the "Generalized" keyword), while with gamma at 10, the behaviour is extremely close to the Beckmann model.
Notice the gtr gamma is doing exceedingly pretty things with and without fresnel active, and at very small increments of gamma/gloss around some key values, spread around the whole BRDF domain.
In early tests i was using it as a diffuse base, to give you an idea of just how powerful the model is, particularly considering back then gamma was fixed at 2.0.
Here's a test render from Vlado. (Hey, you posted it on G+, man! :P )
http://help.chaosgroup.com/vray/imag...tr_render.html
and a link to the chief paper in matters of BRDFs at this moment in time, from Disney, from which pretty much everyone is drawing inspiration or straight-out code (see fig.18 for the BRDFs gamma comparison.)
https://disney-animation.s3.amazonaw...f_notes_v2.pdf
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With proper permission:
The image is a three-layer blend material with three reflective-only materials (diffuse is black).
The only change between them is GTR glossiness and "GTR tail falloff" (As the gamma parameter has been relabelled for the UI).
The diffuse and specular layers have an Ior of 4.0, while the sheen layer has an Ior of 3.0.
In order, RGB, Sheen (0.35 gloss, extra-low gamma at 0.05) , Diffuse (0.05 Gloss, Beckmann-level Gamma of 10.0), and Specular (0.65 gloss, GGX Gamma of 2) .
So, while we are not quite AT the principled brdf mixer Disney (and PRMan 19) have, we have most of the tools to build our own well in place. ^^Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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