We are proud to announce that V-Ray Next for Maya is now available!
Here's a video overview of what's new in V-Ray Next for Maya:
More information on how to get V-Ray Next for Maya can be found on our website:
https://www.chaosgroup.com/vray/maya
In V-Ray Next, V-Ray GPU is 2x faster overall and includes many new production features.
You can watch our new 10-minute tutorial on the new production features in V-Ray GPU:
And here's the full change log since beta 3 :
New features:
(*) V-Ray IPR: Added support for Maya's playblast feature;
(*) V-Ray GPU: Bucket rendering now supported with Brute Force GI;
(*) V-Ray IPR: Isolate selected mode in IPR will now respect selected lights;
(*) V-Ray IPR: Added support for selecting node groups in isolate selected mode;
(*) VRayPhysicalCamera: Rolling shutter effect option;
(*) V-Ray GPU: Added support for dispersion;
(*) Viewport 2.0: Preview of VRayHairNextMtl dye color;
(*) VRayToonMtl: Light blend intensity can now accept textures for better control and rim light effects;
(*) VRayScene: Added support for user attribute overrides;
(*) V-Ray: Sample C++ V-Ray plugins buildable with CMake shipped with the V-Ray SDK;
(*) V-Ray: Added access to vertex colors in GLSL;
(*) V-Ray: Added a slider for the opacity attribute of VRayLayeredTex;
(*) V-Ray: Added a search filter option in the Create from V-Ray Plugin menu;
(*) V-Ray Menu: Added tutorials and documentation links in the V-Ray Menu;
(*) V-Ray IPR: Added support for transformation changes of place3d nodes in IPR;
(*) V-Ray IPR: Added support for VRaySphereFade and VRaySphereFadeVolume in IPR;
(*) V-Ray IPR/GPU: Added support for sky model change in CUDA IPR;
Modified features:
(*) V-Ray: Removed the _x64 suffix from environmental variables and made old variables work with a warning;
(*) Attributes added in newer V-Ray versions will now show up in older scenes;
(*) V-Ray GPU: Improved GPU bucket rendering performance;
(*) V-Ray GPU: Better load balancing for Hybrid rendering with bucket sampler;
(*) V-Ray GPU: Adaptive Lights support for Brute Force rendering with Bucket sampler;
(*) V-Ray Displacement: Modified "Keep continuity" option to weld seams at vertices;
(*) V-Ray IPR: Selection of sub-materials is now considered in debug shading;
(*) V-Ray viewport buttons will now appear at the beginning of the layout;
(*) V-Ray: Added denoise option to Object select render element;
(*) VRayScene: Material override will now affect Instancer;
(*) VRayScannedMtl: VRayScannedMtl now shows diffuse and bump normals render elements and works better with denoising;
(*) VRayProxy: Proxy node's list of shaders was not available to scripts immediately after creation;
(*) VRayProxy: Invalid XML syntax for proxy material assignment file will now print appropriate error message;
(*) V-Ray: V-Ray kSolidFractal will now render the same as in V-Ray 3.6;
(*) V-Ray: Improved viewport IPR performance in Maya 2016.5;
(*) V-Ray: Improved loading times of large Alembic files in specific cases;
(*) V-Ray: Improved build time for embree dynamic geometry;
(*) V-Ray: Improved VRayToon normal and overlap thresholds range;
(*) VRayToonMtl: Updated the label and value range of line width in Toon Edges Override section;
(*) V-Ray: Improved OptiX denoiser error messages;
(*) V-Ray IPR: Refresh IPR when VRayMetaball parameters are modified;
(*) V-Ray GPU: GPU-dependent UI for VRayObjectProperties;
(*) V-Ray GPU: GPU-dependent UI for VRayCarPaintMtl and VRayFlakesMtl;
(*) V-Ray GPU: GPU-dependent UI for V-Ray lights;
(*) V-Ray GPU: GPU-dependent UI for MtlWrapper;
(*) V-Ray GPU: Added device name in the kernel compilation log message;
(*) V-Ray Cloud: No layer token will be created automatically for absolute paths for cloud rendering;
(*) MaterialSelect: MaterialSelect render element now works with nested materials;
Bug fixes:
(*) VRayProxy: Fixed wrong preview of flip axis on proxy sequence;
(*) VRayProxy: Fixed wrong material export when there are gaps in the MeshMaterial shader array;
(*) Viewport IPR buttons are not available on copied or hypershade viewport windows;
(*) VRayLayeredTex was missing a scroll bar;
(*) VRayFur: Fixed fur behavior when not selected in isolate selected mode;
(*) V-Ray/V-Ray GPU: Fixed various potential issues uncovered by code analysis;
(*) V-Ray GPU: Fixed a crash when rendering in bucket mode with no lights in the scene;
(*) V-Ray GPU: Fixed a crash when deleting wrapped multi/sub- materials;
(*) V-Ray GPU: Fast SSS2 now renders correctly in VRayLightSelect render element;
(*) V-Ray GPU/GLSL: Fixed crash with specific materials;
(*) V-Ray: DR server will now fail with an error if an asset can't be received;
(*) VRayScannedMtl: Fixed crash with specific material setup;
(*) VRayScannedMtl: Fixed artifacts with bump multiplier;
(*) VRayProxy/VRayDisplacement: Fixed crash with keep continuity enabled on displaced proxy;
(*) VRayMtl: Fixed compensate exposure for self-illumination;
(*) VRayLightSelect: Fixed GI component of matte objects missing from LightSelect element Full type;
(*) VRayDomeLight: Fixed darker result in isolate selected mode when rendering with dome light;
(*) VRScans: Fixed a crash with a specific scene;
(*) VFB: Blank framebuffer when comparing images from history after effectResult is generated;
(*) V-Ray: Using paint color in specific VRayScannedMtl was not working properly;
(*) V-Ray: Fixed overbright pixels with adaptive lights;
(*) V-Ray: Fixed different DR buckets with auto exposure;
(*) V-Ray: Fixed crash with VRayGLSLMtl;
(*) V-Ray: Fixed crash when baking to ptex;
(*) V-Ray: Fixed crash when an empty blendBumpTex is connected to VRayMtl;
(*) V-Ray/MDL: Fixed crash on Skylake processors;
(*) V-Ray/Bifrost: Fixed missing velocity due to changed velocity attribute name in newer Maya versions;
(*) V-Ray IPR: Display Camera Plane now works in isolate selected with debug shading;
(*) V-Ray VFB: Frame stamp was not visible with output image formats with alpha channel;
(*) V-Ray IPR: Fixed camera not updating in IPR in Light Cache Fly-through mode;
(*) V-Ray IPR: Fixed updates on float inputs connected to certain textures' alpha;
(*) V-Ray IPR: Fixed objects in groups not updating their transforms when changing frame;
(*) V-Ray IPR: Fixed an error message when executing post translate python scripts in V-Ray Viewport IPR;
(*) V-Ray IPR: Fixed a crash when creating new objects very quickly;
(*) V-Ray IPR: Fixed a crash when creating light links in IPR;
(*) V-Ray IPR: Fixed VRayMtl fog color update in IPR;
(*) V-Ray IPR: Assigning a material to VRayPlane was not detected in V-Ray IPR;
(*) V-Ray GPU: Wrong render of VRayEdgesTex on subdivision surfaces;
(*) V-Ray GPU: VRayEdgesTex renders black with "show subtriangles" enabled;
(*) V-Ray GPU: VRayEdgesTex not showing in diffuse channel;
(*) V-Ray GPU: Rendering with bucket sampler and no scene lights was endless;
(*) V-Ray GPU: Fixed wrong GI scattering with environment fog gizmo;
(*) V-Ray GPU: Fixed crash when toggling "Render as subdivision surface" on mesh with V-Ray Edges Tex texture in IPR;
(*) V-Ray GPU: Fixed crash when changing alembic proxy visibility list in IPR;
(*) V-Ray GPU: Fixed crash on a specific heavy scene;
(*) V-Ray GPU: Fixed artifacts with adaptive lights in animation;
(*) V-Ray GPU: Fixed artifacts in IPR in specific cases;
(*) V-Ray GPU: Fixed VRayFastSSS2 material leaving artifacts with scatter radius is set to zero;
(*) V-Ray GPU: Affect background option will now work with bucket sampler on GPU;
(*) V-Ray GPU/VRayProxy: Fixed crash with proxy mesh light with motion blur;
(*) V-Ray GPU/VRayEnvironmentFog: Fixed incorrect alpha on environment fog gizmos;
(*) V-Ray GPU/VRayDomeLight: Added support for the "Dim distance" parameter for dome lights on GPU;
(*) Orthographic Views are not working properly in IPR;
(*) Double specular highlight when rendering VRscan car-paint in GPU;
Additionally you can find the change logs for Beta 1,2 and 3 in the forum announcement threads:
Beta 1 change log
Beta 2 change log
Beta 3 change log
Best regards,
Mihail Djurev
V-Ray for Maya Development Team Lead
Here's a video overview of what's new in V-Ray Next for Maya:
More information on how to get V-Ray Next for Maya can be found on our website:
https://www.chaosgroup.com/vray/maya
In V-Ray Next, V-Ray GPU is 2x faster overall and includes many new production features.
You can watch our new 10-minute tutorial on the new production features in V-Ray GPU:
And here's the full change log since beta 3 :
New features:
(*) V-Ray IPR: Added support for Maya's playblast feature;
(*) V-Ray GPU: Bucket rendering now supported with Brute Force GI;
(*) V-Ray IPR: Isolate selected mode in IPR will now respect selected lights;
(*) V-Ray IPR: Added support for selecting node groups in isolate selected mode;
(*) VRayPhysicalCamera: Rolling shutter effect option;
(*) V-Ray GPU: Added support for dispersion;
(*) Viewport 2.0: Preview of VRayHairNextMtl dye color;
(*) VRayToonMtl: Light blend intensity can now accept textures for better control and rim light effects;
(*) VRayScene: Added support for user attribute overrides;
(*) V-Ray: Sample C++ V-Ray plugins buildable with CMake shipped with the V-Ray SDK;
(*) V-Ray: Added access to vertex colors in GLSL;
(*) V-Ray: Added a slider for the opacity attribute of VRayLayeredTex;
(*) V-Ray: Added a search filter option in the Create from V-Ray Plugin menu;
(*) V-Ray Menu: Added tutorials and documentation links in the V-Ray Menu;
(*) V-Ray IPR: Added support for transformation changes of place3d nodes in IPR;
(*) V-Ray IPR: Added support for VRaySphereFade and VRaySphereFadeVolume in IPR;
(*) V-Ray IPR/GPU: Added support for sky model change in CUDA IPR;
Modified features:
(*) V-Ray: Removed the _x64 suffix from environmental variables and made old variables work with a warning;
(*) Attributes added in newer V-Ray versions will now show up in older scenes;
(*) V-Ray GPU: Improved GPU bucket rendering performance;
(*) V-Ray GPU: Better load balancing for Hybrid rendering with bucket sampler;
(*) V-Ray GPU: Adaptive Lights support for Brute Force rendering with Bucket sampler;
(*) V-Ray Displacement: Modified "Keep continuity" option to weld seams at vertices;
(*) V-Ray IPR: Selection of sub-materials is now considered in debug shading;
(*) V-Ray viewport buttons will now appear at the beginning of the layout;
(*) V-Ray: Added denoise option to Object select render element;
(*) VRayScene: Material override will now affect Instancer;
(*) VRayScannedMtl: VRayScannedMtl now shows diffuse and bump normals render elements and works better with denoising;
(*) VRayProxy: Proxy node's list of shaders was not available to scripts immediately after creation;
(*) VRayProxy: Invalid XML syntax for proxy material assignment file will now print appropriate error message;
(*) V-Ray: V-Ray kSolidFractal will now render the same as in V-Ray 3.6;
(*) V-Ray: Improved viewport IPR performance in Maya 2016.5;
(*) V-Ray: Improved loading times of large Alembic files in specific cases;
(*) V-Ray: Improved build time for embree dynamic geometry;
(*) V-Ray: Improved VRayToon normal and overlap thresholds range;
(*) VRayToonMtl: Updated the label and value range of line width in Toon Edges Override section;
(*) V-Ray: Improved OptiX denoiser error messages;
(*) V-Ray IPR: Refresh IPR when VRayMetaball parameters are modified;
(*) V-Ray GPU: GPU-dependent UI for VRayObjectProperties;
(*) V-Ray GPU: GPU-dependent UI for VRayCarPaintMtl and VRayFlakesMtl;
(*) V-Ray GPU: GPU-dependent UI for V-Ray lights;
(*) V-Ray GPU: GPU-dependent UI for MtlWrapper;
(*) V-Ray GPU: Added device name in the kernel compilation log message;
(*) V-Ray Cloud: No layer token will be created automatically for absolute paths for cloud rendering;
(*) MaterialSelect: MaterialSelect render element now works with nested materials;
Bug fixes:
(*) VRayProxy: Fixed wrong preview of flip axis on proxy sequence;
(*) VRayProxy: Fixed wrong material export when there are gaps in the MeshMaterial shader array;
(*) Viewport IPR buttons are not available on copied or hypershade viewport windows;
(*) VRayLayeredTex was missing a scroll bar;
(*) VRayFur: Fixed fur behavior when not selected in isolate selected mode;
(*) V-Ray/V-Ray GPU: Fixed various potential issues uncovered by code analysis;
(*) V-Ray GPU: Fixed a crash when rendering in bucket mode with no lights in the scene;
(*) V-Ray GPU: Fixed a crash when deleting wrapped multi/sub- materials;
(*) V-Ray GPU: Fast SSS2 now renders correctly in VRayLightSelect render element;
(*) V-Ray GPU/GLSL: Fixed crash with specific materials;
(*) V-Ray: DR server will now fail with an error if an asset can't be received;
(*) VRayScannedMtl: Fixed crash with specific material setup;
(*) VRayScannedMtl: Fixed artifacts with bump multiplier;
(*) VRayProxy/VRayDisplacement: Fixed crash with keep continuity enabled on displaced proxy;
(*) VRayMtl: Fixed compensate exposure for self-illumination;
(*) VRayLightSelect: Fixed GI component of matte objects missing from LightSelect element Full type;
(*) VRayDomeLight: Fixed darker result in isolate selected mode when rendering with dome light;
(*) VRScans: Fixed a crash with a specific scene;
(*) VFB: Blank framebuffer when comparing images from history after effectResult is generated;
(*) V-Ray: Using paint color in specific VRayScannedMtl was not working properly;
(*) V-Ray: Fixed overbright pixels with adaptive lights;
(*) V-Ray: Fixed different DR buckets with auto exposure;
(*) V-Ray: Fixed crash with VRayGLSLMtl;
(*) V-Ray: Fixed crash when baking to ptex;
(*) V-Ray: Fixed crash when an empty blendBumpTex is connected to VRayMtl;
(*) V-Ray/MDL: Fixed crash on Skylake processors;
(*) V-Ray/Bifrost: Fixed missing velocity due to changed velocity attribute name in newer Maya versions;
(*) V-Ray IPR: Display Camera Plane now works in isolate selected with debug shading;
(*) V-Ray VFB: Frame stamp was not visible with output image formats with alpha channel;
(*) V-Ray IPR: Fixed camera not updating in IPR in Light Cache Fly-through mode;
(*) V-Ray IPR: Fixed updates on float inputs connected to certain textures' alpha;
(*) V-Ray IPR: Fixed objects in groups not updating their transforms when changing frame;
(*) V-Ray IPR: Fixed an error message when executing post translate python scripts in V-Ray Viewport IPR;
(*) V-Ray IPR: Fixed a crash when creating new objects very quickly;
(*) V-Ray IPR: Fixed a crash when creating light links in IPR;
(*) V-Ray IPR: Fixed VRayMtl fog color update in IPR;
(*) V-Ray IPR: Assigning a material to VRayPlane was not detected in V-Ray IPR;
(*) V-Ray GPU: Wrong render of VRayEdgesTex on subdivision surfaces;
(*) V-Ray GPU: VRayEdgesTex renders black with "show subtriangles" enabled;
(*) V-Ray GPU: VRayEdgesTex not showing in diffuse channel;
(*) V-Ray GPU: Rendering with bucket sampler and no scene lights was endless;
(*) V-Ray GPU: Fixed wrong GI scattering with environment fog gizmo;
(*) V-Ray GPU: Fixed crash when toggling "Render as subdivision surface" on mesh with V-Ray Edges Tex texture in IPR;
(*) V-Ray GPU: Fixed crash when changing alembic proxy visibility list in IPR;
(*) V-Ray GPU: Fixed crash on a specific heavy scene;
(*) V-Ray GPU: Fixed artifacts with adaptive lights in animation;
(*) V-Ray GPU: Fixed artifacts in IPR in specific cases;
(*) V-Ray GPU: Fixed VRayFastSSS2 material leaving artifacts with scatter radius is set to zero;
(*) V-Ray GPU: Affect background option will now work with bucket sampler on GPU;
(*) V-Ray GPU/VRayProxy: Fixed crash with proxy mesh light with motion blur;
(*) V-Ray GPU/VRayEnvironmentFog: Fixed incorrect alpha on environment fog gizmos;
(*) V-Ray GPU/VRayDomeLight: Added support for the "Dim distance" parameter for dome lights on GPU;
(*) Orthographic Views are not working properly in IPR;
(*) Double specular highlight when rendering VRscan car-paint in GPU;
Additionally you can find the change logs for Beta 1,2 and 3 in the forum announcement threads:
Beta 1 change log
Beta 2 change log
Beta 3 change log
Best regards,
Mihail Djurev
V-Ray for Maya Development Team Lead
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