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V-Ray 6 for Maya, Update 2 - now available

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  • V-Ray 6 for Maya, Update 2 - now available

    We've officially released V-Ray 6 for Maya Update 1!


    Useful links:
    This release adds a number of new and exciting features. Some highlights:

    MaterialX and LookdevX - Introducing our MaterialX and LookdevX support for a more complete USD workflow and better exchange between platforms. V-Ray can now render MaterialX graphs and preview changes made in LookdevX dynamically with IPR. VRayMaterials are also available for creation and edits in LookdevX. We've also added a tool that would allow you to export VRayMaterials from native maya nodes to MaterialX file in order to transfer and preserve them more easily. Additionally we have a new VRayMaterialX node which allows users to load and render mtlx files outside of USD stages.



    USD - we have added support for MayaUSD 0.26.0 for Maya 2024 and 0.24.0 for other versions. On top of that we have reworked our USD implementation to be Hydra compatible. This makes rendering USD in V-Ray for Maya the same as V-Ray for Houdini but it also allows for additional perks like initial IPR support. Some other workflow improvements include retained UVset names, improved geometry compilation with instanced USD, retained arbitrary graphs for dome lights and materials and many more.

    Chaos Scatter - following its addition in our last release, the Chaos Scatter integration in Maya gained a few new additions:
    - Areas Include and Exclude lists - allows for curves and meshes to constrict where the instances are scattered on the target geometry to create perfect paths in fields, bush hedges and more.
    - Edge Trimming - Constricts Scattered models fully within the bounds of the target mesh. Scatterings of multi-objects models (e.g. grass patches, pebble sets etc) are now more precise thanks to this addition.
    - Scattering Lights and groups - Groups will now be scattered as a singular instance as opposed to a list of objects. This eliminates the need to merge objects into one mesh and allows for a cleaner hierarchy. We've also added support for Lights as instance models so you can freely create star filled galaxies, concert halls, lighting systems in halls and more.
    - Converting Chaos Scatter instances to Maya geometry - All the scattering scenarios created with Chaos Scatter can now be converted into Maya geometry. One note here is that if you convert instanced lights they will not show up in the viewport but will render correctly.
    - Axis for Transformation Step and Map - You can now choose on which axis to apply Transformation Step and Map for greater control.
    - Better viewport representation - a faster and closer to render viewport representation allows for better adjustments and previsualization without the need to render.
    https://www.youtube.com/shorts/22BO7uTbbx8


    Shadow Selects - to further improve V-Ray's Light Select render element we've added two new modes - Directs diffuse shadows and Directs specular shadows. These render elements will allow you to fine-tune shadows in post production and improve your shots. The addition of matte objects only for diffuse shadows will allow you to correct shadows cast onto matte surfaces and can further simplify post production workflows.


    V-Ray Decal Cylindrical Projection - applying stickers and imperfections to curved surfaces is now easier and more precise. You can adjust the bend to match the surface you're applying the decal to so that there is no stretching of the image. Furthermore we've also added viewport preview for textures for easier adjusting before rendering.

    Directionality Strength - control the spread of light when using directional strength to achieve more realistic results and eliminate the need for two directional light setups used to achieve those effects.

    Chromatic aberration - allows you to create distinct and creative looks straight from the VFB without the need to use external software.


    V-Ray GPU Improvements
    - Use system memory for textures - a new option in render settings which allows you to utilize your machine's system memory for loading textures while rendering. This would allow users to render with large numbers of high resolution textures without worrying about running out of GPU memory
    - Texture caching between frames when rendering Animation - textures are no longer reloaded between animation frames which gives an overall animation rendering speed increase of up to 4 times.
    - Added support for Enmesh, Image Planes, and raw render elements.


    Viewport improvements - blend material can now be visualized in the viewport and we’ve also improved the memory efficiency for alembic proxies

    And many more!

    Disclaimer:
    The transition to the new Hydra compatible translation layer may lead to some rendering differences. It is recommended to re-export your scenes in such cases, as the new translator is Hydra compatible. However, the old behavior can be temporarily re-enabled with VRAY_USD_HYDRA_TRANSLATOR=0 environment variable.

    A list of known issues:
    Crash when material in USD stage is deleted while IPR is running
    Some USD features not supported on MacOS
    Difference between IPR and Production rendering with distance tex/bercon noise in Chaos Scatter
    Fatal error when rendering VRayMtl exported to .mtlx with the new export tool on Linux
    The new tool for exporting materials to USD not working in selected materials mode


    Happy exploring and rendering!
    Petya Georgieva
    Product Specialist
    V-Ray for Maya

    www.chaos.com

  • #2
    Full changelog:


    New features:

    ( * ) MaterialX: Support for rendering MaterialX shaders in USD stages
    ( * ) MaterialX: New VRayMaterialX node for loading mtlx files
    ( * ) MaterialX: Tool for exporting VRayMaterials to MaterialX
    ( * ) MaterialX: Support for rendering V-Ray materials exported to mtlx
    ( * ) LookdevX: Initial support for LookdevX
    ( * ) LookdevX: Support for V-Ray materials and nodes in LookdevX
    ( * ) LookdevX: IPR support for edits in LookdevX
    ( * ) USD: New Hydra-compatible USD implementation
    ( * ) USD: Initial IPR support for USD
    ( * ) USD: USD support in Chaos Cloud
    ( * ) USD: Support for USD in V-Ray Standalone
    ( * ) Chaos Scatter: Support for Areas Include and Exclude lists
    ( * ) Chaos Scatter: Support for Edge Trimming
    ( * ) Chaos Scatter: Support for scattering Lights
    ( * ) Chaos Scatter: Support for instancing entire groups
    ( * ) Chaos Scatter: Tool for converting Chaos Scatter instances to Maya geometry
    ( * ) Chaos Scatter: Option for Axis for Transformation Step and Map
    ( * ) Shadow Selects: Add Direct Diffuse and Direct Specular shadow select render elements
    ( * ) Shadow Selects: Add a Matte objects only option for Direct diffuse shadows
    ( * ) VRayDecal: VRayDecal cylindrical projection with viewport representation
    ( * ) V-Ray: Introduce Adaptivity clamp to avoid high sampling in overexposed regions of the image
    ( * ) ​​​​​​​V-Ray GPU: Use System Memory mode for texture loading
    ( * ) ​​​​​​​V-Ray GPU: Direct Diffuse and Direct Specular shadow select render elements support
    ( * ) ​​​​​​​V-Ray GPU: Support for VRayEnmesh
    ( * ) ​​​​​​​V-Ray GPU: Support for Image planes
    ( * ) ​​​​​​​V-Ray GPU: Add support for Raw render elements in V-Ray GPU

    Modified Features:

    ( * ) USD: Export to USD has been updated to be Hydra-compatible
    ( * ) USD: Exporting UV sets to USD will now preserve set names
    ( * ) USD: Support for MayaUSD 0.26.0 for Maya 2024
    ( * ) USD: Droped support for MayaUSD versions lower than 0.16
    ( * ) USD: Optimise USD export file size when one texture node is mapped to multiple input slots
    ( * ) USD: Improved geometry compilation for instanced USD
    ( * ) VRayProxy, Viewport 2.0: Improved memory consumption of a VRayProxy for preview
    ( * ) VRayProxy: Improved memory consumption for smooth normals calculation during alembic load
    ( * ) VRayProxy: Ability to assign material directly to the proxy without changing all material overrides one by one
    ( * ) ​​​​​​​V-Ray: Added VRayNormalMap for more control over bump map parameters
    ( * ) ​​​​​​​V-Ray: Improved geometry compilation speed for subdivision surface objects on high core count machines
    ( * ) ​​​​​​​V-Ray: Rename "Hidden Lights" option to "Export hidden lights" in render settings
    ( * ) ​​​​​​​V-Ray: Rename VRayLightSelect render element Material label to "Emissive material"
    ( * ) ​​​​​​​V-Ray: Fixed cases of incorrect character encoding in installer console output;
    ( * ) ​​​​​​​V-Ray: Redesigned the V-Ray Textures, Volumetrics and Utility nodes icons
    ( * ) ​​​​​​​V-Ray: Remove the Prepass Samples attribute in render settings
    ( * ) ​​​​​​​V-Ray: Always export scene_name for cameras in vrscene
    ( * ) ​​​​​​​V-Ray: Objects with attached volumetrics are not rendered correctly when the camera is inside them
    ( * ) ​​​​​​​V-Ray: Improved bump sampling method that eliminates artifacts with procedural textures
    ( * ) Chaos Scatter: New viewport visualization enhancements
    ( * ) Chaos Scatter: Viewport visualization of transform randomization maps
    ( * ) Chaos Scatter: Viewport visualization of target density maps
    ( * ) Chaos Scatter: Added support for user attributes and material IDs on target meshes
    ( * ) Chaos Scatter: Move the Instance Count Limit to System
    ( * ) VRayUVWRandomize: Added option to flip UVs for randomization
    ( * ) Material importer: Added native import for VRayCarPaint2
    ( * ) Path Guiding: Updated path guiding support
    ( * ) Path Guiding: Progressive path guiding training during light cache build;
    ( * ) Path Guiding: Added support for scanned materials
    ( * ) VFB: Added button to select the Denoiser render element in Outliner
    ( * ) V-Ray Standalone: Print error and exit when a non-existing camera name is passed
    ( * ) V-Ray GPU: Cache bitmaps between frames when rendering animation
    ( * ) V-Ray GPU: Added support for rendering Particle colors based on input channels
    ( * ) V-Ray GPU: Fixed slow aborting of rendering while uploading bitmaps
    ( * ) V-Ray GPU: Updated the minimum driver version for CUDA 12 and added a warning print
    ( * ) VRaySun: Added Affect atmopherics and Atmopheric Contribution options
    ( * ) Light Select: Add support for LPE light labels
    ( * ) Light Select: VRayRectLight
    ( * ) Light Select: Add a directional strength parameter
    ( * ) Light Select: VRayTriplanar
    ( * ) Light Select: Added negative axis projection
    ( * ) VRayMtl: VRayMtl SSS is written in Refraction render element

    Bug Fixes:

    ( * ) USD: Export Dome lights textures with arbitrary node graphs
    ( * ) USD: SettingsVFB not exported to USD
    ( * ) USD: IPR support for animation
    ( * ) USD: Export Dome lights textures with arbitrary node graphs
    ( * ) VRayVolumeGrid: Fixed aur caches simulated on Windows randomly not rendering correctly with Linux distributed rendering
    ( * ) VRayVolumeGrid: Fixed random 1KB cache export on Linux
    ( * ) ​​​​​​​V-Ray: Certain channels should be always 32-bit
    ( * ) ​​​​​​​V-Ray: Specific frames rendering black in V-Ray Standalone
    ( * ) ​​​​​​​V-Ray: Fixed slow progress printing in some cases
    ( * ) ​​​​​​​V-Ray: BitmapBuffer reported black as invalid color
    ( * ) ​​​​​​​V-Ray: Maya 2024.2 crash with VRayGeoSun animated
    ( * ) ​​​​​​​V-Ray: Crash when changing Diffuse Color option in Hypershade during swatch update
    ( * ) ​​​​​​​V-Ray: Shadow Catcher is not affected by Camera's Image Plane
    ( * ) ​​​​​​​V-Ray: VRay Bercon Noise value parameters cannot be animated
    ( * ) ​​​​​​​V-Ray: Flake scale in VRayStochasticFlakesMtl loses texture connections
    ( * ) ​​​​​​​V-Ray: Particle Shader does not get updated with V-Ray IPR GPU in Maya when changing the current timeline frame
    ( * ) Chaos Scatter: Scatter not showing in the viewport when using alembic proxy
    ( * ) Material Importer: VRayDirt radius multiplier wrong import
    ( * ) VFB: Missing link in the VFB History panel for enabling it when off
    ( * ) VFB: Progress tasks don't get cleared in the VFB progress bar after finishing
    ( * ) VRayMeshLight: Fixed "overbright or invalid color" warnings with light meshes
    ( * ) VRayMtl: Changing the Textured channel option causes a "qualityMenu not found" mel
    ( * ) VRayMtl: Some connections to materials are not exported
    ( * ) V-Ray GPU: IPR is rendering slower than production rendering with the Progressive image sampler
    ( * ) V-Ray GPU: "Abort rendering on missing assets" does not work correctly for UDIM on GPU
    ( * ) V-Ray GPU: Crash when scenes containing Image sequences and V-Ray Sky are rendered with CUDA and then RTX engine
    ( * ) V-Ray GPU: Select object and Pick object material functionality in VFB is broken with V-Ray GPU IPR
    ( * ) V-Ray GPU: Environment Background multiplier does not affect the Sky Clouds
    ( * ) V-Ray GPU: GPU rendering performance is slower when some of the VRam is occupied
    ( * ) V-Ray GPU: Render freeze when rendering animated object with RTX, motion blur and V-Ray Denoiser
    ( * ) V-Ray GPU: VRaySphere is not rendered with RTX
    ( * ) V-Ray GPU: Rendering stucks when using the Bucket image sampler and Textured render mask
    ( * ) V-Ray GPU: VRayProxy with assigned Multi/Sub-Object material in V-Ray GPU has incorrect shading with material override
    ( * ) V-Ray GPU: rhel8: V-Ray denoiser OpenCL sporadic initialization failure
    ( * ) V-Ray GPU: Parsing version 470.161.03 failed
    ( * ) V-Ray GPU: VRayClipper does not have correct material IDs when rendering with V-Ray GPU
    ( * ) V-Ray GPU: Bump mapping differs comparing small objects between V-Ray and V-Ray GPU
    ( * ) V-Ray GPU: Bump mapping doesn't work correctly on a plane
    ( * ) V-Ray GPU: MultiMatteID is not propagated through nested materials
    ( * ) Viewport 2.0, VRayBlendMtl, VRaySwitchMtl: The viewport color attribute does not work in Blend and Switch materials
    ( * ) VRayEnvironmentFog: Environment Fog is missing from Light Select AOV if the fog is textured
    ( * ) VRayProxy: Crash to desktop with specific alembic in V-Ray Proxy
    ( * ) VRayRectLight: VRayLightRect viewport preview is inverted when a texture is used
    ( * ) VRayProxy, Cryptomatte: Cryptomatte's VRay user attribute ID type does not work with alembics in VRayProxy
    ( * ) VRaySphereFade: Wrong VRaySphereFade in IPR with Dome Spherical ON
    ( * ) Viewport 2.0: Unnecessary shader fragment debug info written to a file
    ( * ) Viewport 2.0: Light-caused edge artefacts in the viewport preview of a spherical mesh with VRayMtl
    Petya Georgieva
    Product Specialist
    V-Ray for Maya

    www.chaos.com

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