Hello everyone,
V-Ray 7 for Cinema 4D is out.
This major release introduces Chaos Cloud Collaboration and Virtual tours support, an improved version of the PRG V-Ray Sky model, rendering Gaussian Splats, V-Ray Luminaire light fixtures, Firefly removal for bucket rendering, Open PBR shading model, Caustics for V-Ray GPU and Edge trimming for Chaos Scatter. The V-Ray Frame buffer has received some goodies as well. Now you can define and render custom regions, add vignetting and use pre-made color correction filters. On top of all the mentioned goodies, we've also added support for rendering and converting Corona materials and improved the existing support for rendering and conversion of Redshift materials, textures and lights.
The builds can be downloaded from the Downloads section on our site.
Here is the change log for release version 7.00.00
New features:
- Support for rendering Gaussian Splats
- Implement Chaos Collaboration
- Virtual tours for Chaos Collaboration
- Implement V-Ray Luminaires
- Optimized Chaos Scatter export times
- Edge Trimming for Chaos Scatter
- Introduce variants for assets and materials in Chaos Cosmos
- Ability to import multiple assets from Chaos Cosmos
- Improved rendering performance by switching to Intel ICX compiler with profile-guided optimizations
- Additional motion graphics utility nodes
- Implement V-Ray Scanned materials as node material
- Introduce per-object Sub-surface scattering blending
- Support for Substance Archive files
- Support for the OpenPBR shading model in the V-Ray material
- Introduce options to suppress "fireflies" in the final render
- Add Scatter SurfaceColor node
- Add support for Scatter random distribution pattern presets
- Support for rendering and conversion of Corona materials
- Ability to use V-Ray Toon outlines from the material node editor
- Introduce pre-made color correction filter presets for the V-Ray Frame Buffer
- Add Freeform region rendering in V-Ray Frame Buffer
- Added Image Alpha as a mask option
- Add the ability to drag and open a file directly inside the V-Ray Frame Buffer
- Introduce a Vignetting layer for the V-Ray Frame Buffer
- Additional file-saving options for the V-Ray Frame Buffer
- "Soft" stop rendering in the V-Ray Frame Buffer
- Add the ability to denoise Light Mix Render elements
- Support of rendering refractive and reflective caustics with dispersion
- Support for the Apple Metal API in V-Ray GPU on macOS
- Improved the time to first pixel for V-Ray GPU
Modified features:
- Cosmos materials are now imported as node materials by default
- Upgrade Scatter to 6.1
- Improve node materials viewport previews quality and performance
- Export textures of Redshift Dome Lights
- Update the Open Image Denoiser library to the latest version
- Add support for bias positions in TexRamp
- Do not disable LightSelect render elements if there is an active LightMix
- Add support for the rest of the TexFloatOp output parameters
- Show the Color Tex options in Spot Light
- Import materials as node materials
- Add Auto UVMapping for Scanned Material
- Add an option to disable material previews per material
- Improve TriPlanar texture randomization options
- UI changes for IES Light
- Add import for BRDFDiffuse
- Force the render time render element to be stored as a 32-bit channel in OpenEXR
- Remove the "Visible to GI" option from the Object Properties tag
- Support for rendering Redshift lights
- Optimize loading performance and memory use of TIFF bitmaps
- Improve loading performance and memory use of OpenEXR bitmaps
- V-Ray: Update the Agreements Acceptance popup shown in V-Ray for Cinema 4D
- Update the Telemetry Acceptance popup shown in V-Ray for Cinema 4D
- Update the Agreements Acceptance in the V-Ray for Cinema 4D installation
- Improve loading performance and memory use of .png bitmaps
- Usability/UI Performance improvement for scenes using multiple Curve layers
- Add fine-sliding and step-sliding functionality to VFB sliders
- Improve the Curves layer
- Refined control over the Strength slider in the Chromatic Aberration menu
- Hide the Derive Raw Channels parameter from non-Raw render elements
- Add an option to save render element presets
- Print a recommendation about installing the recommended driver when the current one is older
- Remove the Low Priority option from the standalone Device Selector tool
- Improve the sampling of bitmaps before transferring them to the GPU
- Add a new UVW randomization component for the scene name
- Add missing GPU LightSelect support for all light types that we support for rendering
- Modify the hide condition to account for the new default value for the GTR energy compensation
- Set V-Ray as the current renderer when opening .vrscene and .vrmesh files
- Faster Volume Grid viewport previews
- Standalone volumetric instancing - Instances self-illumination, scene illumination
Bug fixes:
- Objects' order affects the result of added VRayDistance to Geometry as Displacement
- Thick hair/fur artifacts
- Incorrect motion blur when increasing the motion blur samples
- Spline tangents are ignored in remap texture and node
- Fix import of enmesh checkboxes from Cosmos
- Fix import of VRayDecal height offset from Cosmos
- Cosmos diagnostics cannot be saved
- Node materials do not show with Cinema 2023.103
- Empty environment objects are being created from render settings
- Mismatching document time range and animation frame range causes wrong export
- UV Channel with Cosmos Node material is not imported correctly
- Node material is not updated in UI after the exchange
- UVW Randomizer option random by instance does not get the ID from the cloner
- TexRandom is not rendered with the default output port when rendering with V-Ray GPU
- Frame sequence does not work if the current frame is used and a non-zero frame offset is used
- V-Ray Distance Objects are not loaded when a Classic Material is converted to Node Material
- Problem importing MtlMulti materials without generators
- Extra attributes about raycast and primitive count stats are missing from Raw images (EXR and VRImg)
- Restore the ability of standalone to render to tiled OpenEXR files
- High CPU usage at the end of renders that use bucket splitting
- The values stored in the extra attributes in VRImg or OpenEXR file for the number of raycast is only 32bit and overflows for longer renders
- Images saved to the history with a Background layer disregard it when using the A/B compare
- Duplicate images in VFB history when a specific vrscene is rendered
- Crash when pressing the Back mouse button during rendering with V-Ray Frame Buffer
- Render element properties do not work
- The option for using only the Sun direction is a number in the Sky shader
- Raw RE renders wrong in combination with Camera exposure and Bucket rendering
- Infinite loop due to transparency and floating point imprecision
- Animation with caustics enabled causes a crash on the second frame
- Crash with specific HDRI map used in Dome light
- Increased light cache generation time in V-Ray GPU IPR when LC subdivisions are raised over 1500
- Wrong render after the second frame when rendering with V-Ray Bitmap's Inverse gamma color space transfer function
- GPU IPR not refreshing properly upon deletion of lights and geometry
- BRDF Bump ignores simple values for bump multiplier tex
- V-Ray GPU fails to load some big textures in parallel
- Specific user's Clipper is stuck on Building Light Cache
- Pick material and Select object in VFB functionality is not working with V-Ray GPU and RTX engine
- Incorrect Raw Sheen Reflection with Bucket sampler
- The Multimatte RE is affected by Camera Vignetting
- Bump delta scale parameter has no effect when rendering with GPU
- The back side of V-Ray Clipper plane is visible in the already clipped zone
- UVW Randomizer is inconsistent in GPU with Triplanar
- LightDirect plugin changes light direction with GPU
- Incorrect result when using the V-Ray TexEdges option Show Sub-triangles option with V-Ray GPU
- Discrepancy between CPU and GPU when Random by Scene Name and Node Name are used
- Camera FOV changes between certain frames when the focus distance parameter is animate
V-Ray 7 for Cinema 4D is out.
This major release introduces Chaos Cloud Collaboration and Virtual tours support, an improved version of the PRG V-Ray Sky model, rendering Gaussian Splats, V-Ray Luminaire light fixtures, Firefly removal for bucket rendering, Open PBR shading model, Caustics for V-Ray GPU and Edge trimming for Chaos Scatter. The V-Ray Frame buffer has received some goodies as well. Now you can define and render custom regions, add vignetting and use pre-made color correction filters. On top of all the mentioned goodies, we've also added support for rendering and converting Corona materials and improved the existing support for rendering and conversion of Redshift materials, textures and lights.
The builds can be downloaded from the Downloads section on our site.
Here is the change log for release version 7.00.00
New features:
- Support for rendering Gaussian Splats
- Implement Chaos Collaboration
- Virtual tours for Chaos Collaboration
- Implement V-Ray Luminaires
- Optimized Chaos Scatter export times
- Edge Trimming for Chaos Scatter
- Introduce variants for assets and materials in Chaos Cosmos
- Ability to import multiple assets from Chaos Cosmos
- Improved rendering performance by switching to Intel ICX compiler with profile-guided optimizations
- Additional motion graphics utility nodes
- Implement V-Ray Scanned materials as node material
- Introduce per-object Sub-surface scattering blending
- Support for Substance Archive files
- Support for the OpenPBR shading model in the V-Ray material
- Introduce options to suppress "fireflies" in the final render
- Add Scatter SurfaceColor node
- Add support for Scatter random distribution pattern presets
- Support for rendering and conversion of Corona materials
- Ability to use V-Ray Toon outlines from the material node editor
- Introduce pre-made color correction filter presets for the V-Ray Frame Buffer
- Add Freeform region rendering in V-Ray Frame Buffer
- Added Image Alpha as a mask option
- Add the ability to drag and open a file directly inside the V-Ray Frame Buffer
- Introduce a Vignetting layer for the V-Ray Frame Buffer
- Additional file-saving options for the V-Ray Frame Buffer
- "Soft" stop rendering in the V-Ray Frame Buffer
- Add the ability to denoise Light Mix Render elements
- Support of rendering refractive and reflective caustics with dispersion
- Support for the Apple Metal API in V-Ray GPU on macOS
- Improved the time to first pixel for V-Ray GPU
Modified features:
- Cosmos materials are now imported as node materials by default
- Upgrade Scatter to 6.1
- Improve node materials viewport previews quality and performance
- Export textures of Redshift Dome Lights
- Update the Open Image Denoiser library to the latest version
- Add support for bias positions in TexRamp
- Do not disable LightSelect render elements if there is an active LightMix
- Add support for the rest of the TexFloatOp output parameters
- Show the Color Tex options in Spot Light
- Import materials as node materials
- Add Auto UVMapping for Scanned Material
- Add an option to disable material previews per material
- Improve TriPlanar texture randomization options
- UI changes for IES Light
- Add import for BRDFDiffuse
- Force the render time render element to be stored as a 32-bit channel in OpenEXR
- Remove the "Visible to GI" option from the Object Properties tag
- Support for rendering Redshift lights
- Optimize loading performance and memory use of TIFF bitmaps
- Improve loading performance and memory use of OpenEXR bitmaps
- V-Ray: Update the Agreements Acceptance popup shown in V-Ray for Cinema 4D
- Update the Telemetry Acceptance popup shown in V-Ray for Cinema 4D
- Update the Agreements Acceptance in the V-Ray for Cinema 4D installation
- Improve loading performance and memory use of .png bitmaps
- Usability/UI Performance improvement for scenes using multiple Curve layers
- Add fine-sliding and step-sliding functionality to VFB sliders
- Improve the Curves layer
- Refined control over the Strength slider in the Chromatic Aberration menu
- Hide the Derive Raw Channels parameter from non-Raw render elements
- Add an option to save render element presets
- Print a recommendation about installing the recommended driver when the current one is older
- Remove the Low Priority option from the standalone Device Selector tool
- Improve the sampling of bitmaps before transferring them to the GPU
- Add a new UVW randomization component for the scene name
- Add missing GPU LightSelect support for all light types that we support for rendering
- Modify the hide condition to account for the new default value for the GTR energy compensation
- Set V-Ray as the current renderer when opening .vrscene and .vrmesh files
- Faster Volume Grid viewport previews
- Standalone volumetric instancing - Instances self-illumination, scene illumination
Bug fixes:
- Objects' order affects the result of added VRayDistance to Geometry as Displacement
- Thick hair/fur artifacts
- Incorrect motion blur when increasing the motion blur samples
- Spline tangents are ignored in remap texture and node
- Fix import of enmesh checkboxes from Cosmos
- Fix import of VRayDecal height offset from Cosmos
- Cosmos diagnostics cannot be saved
- Node materials do not show with Cinema 2023.103
- Empty environment objects are being created from render settings
- Mismatching document time range and animation frame range causes wrong export
- UV Channel with Cosmos Node material is not imported correctly
- Node material is not updated in UI after the exchange
- UVW Randomizer option random by instance does not get the ID from the cloner
- TexRandom is not rendered with the default output port when rendering with V-Ray GPU
- Frame sequence does not work if the current frame is used and a non-zero frame offset is used
- V-Ray Distance Objects are not loaded when a Classic Material is converted to Node Material
- Problem importing MtlMulti materials without generators
- Extra attributes about raycast and primitive count stats are missing from Raw images (EXR and VRImg)
- Restore the ability of standalone to render to tiled OpenEXR files
- High CPU usage at the end of renders that use bucket splitting
- The values stored in the extra attributes in VRImg or OpenEXR file for the number of raycast is only 32bit and overflows for longer renders
- Images saved to the history with a Background layer disregard it when using the A/B compare
- Duplicate images in VFB history when a specific vrscene is rendered
- Crash when pressing the Back mouse button during rendering with V-Ray Frame Buffer
- Render element properties do not work
- The option for using only the Sun direction is a number in the Sky shader
- Raw RE renders wrong in combination with Camera exposure and Bucket rendering
- Infinite loop due to transparency and floating point imprecision
- Animation with caustics enabled causes a crash on the second frame
- Crash with specific HDRI map used in Dome light
- Increased light cache generation time in V-Ray GPU IPR when LC subdivisions are raised over 1500
- Wrong render after the second frame when rendering with V-Ray Bitmap's Inverse gamma color space transfer function
- GPU IPR not refreshing properly upon deletion of lights and geometry
- BRDF Bump ignores simple values for bump multiplier tex
- V-Ray GPU fails to load some big textures in parallel
- Specific user's Clipper is stuck on Building Light Cache
- Pick material and Select object in VFB functionality is not working with V-Ray GPU and RTX engine
- Incorrect Raw Sheen Reflection with Bucket sampler
- The Multimatte RE is affected by Camera Vignetting
- Bump delta scale parameter has no effect when rendering with GPU
- The back side of V-Ray Clipper plane is visible in the already clipped zone
- UVW Randomizer is inconsistent in GPU with Triplanar
- LightDirect plugin changes light direction with GPU
- Incorrect result when using the V-Ray TexEdges option Show Sub-triangles option with V-Ray GPU
- Discrepancy between CPU and GPU when Random by Scene Name and Node Name are used
- Camera FOV changes between certain frames when the focus distance parameter is animate