CPU Render V-RayNext ignores all maps to the 3ds Max standard material.

The CPU Production Render of V-Ray Next 4.02.04 ignores all maps to the 3ds Max standard material.
It is a direct assignment, not a sub material of a VRay material.
(GPU render has no problem)

This is a fatal problem. Many users can not switch to Next.

Chaos should issue a patch immediately.

I am not using V-Ray Next but I think I read that it dropped support for standard material because it crippled the performance.

That’s correct. It’s not a bug.

Are you seriously saying that?

There are no release notes or announcements that the Diffuse map of standard material is completely out of support. Why do not Chaos announce such a big change? (It is a very big change in V-Ray 15 years history.)

This is a very important issue in terms of workflow. Standard material (Diffuse Color and map) is often used as material that does not depend on renderers. Also, there are many complaints that map is not displayed when switching from old version to V-Ray Next. They will soon return to 3.6.

Also, if you do not support it, V-Ray should automatically change to VRayMtl or display a warning if you detect Standard material.

Anyway, the Diffuse Map of standard material should be supported.

Can’t you just convert your scene to v-ray materials with the v-ray scene converter? Is there a specific reason for using the standard material other than compatibility with other renderers?

We could implement support for the color and opacity map, but not more than that. Would that be enough?

Best regards,
Vlado

The biggest problem is that “V-Ray NEXT no longer supports Standaed Material at all” in the release notes and documents.
If confirmed in the release notes, I did not get confused.

Especially, there are no notes or warnings, and if there is no problem with the GPU renderer, I think the user is a bug.

Ideally, however, a warning message will be displayed, and support of the standard material will be completely aborted. Like ARNOLD RENDER.

Okay, you’re right - there should be a warning.

Best regards,
Vlado

In addition to Diffuse/Opacity, can I suggest adding Self Illumination value to that support, mainly for quick mattes and backgrounds.
thanks
anthonyh

Even though I personally haven’t used standard materials since the V-Ray material was introduced I do know people that still rely on standard materials even though they know it hampers performance which I don’t understand but to each their own, but to completely eliminate support for the material and only have it in the release notes is just a poor idea IMHO, for such a substantial change and to some people I think it is going to be a huge adjustment I agree with the above that there should be some sort of warning for non supported materials/shaders

It would be great to have a simple bitmap in the diffuse slot because right now we can’t use the Populate people. It uses standard materials and converting to vraymtl is not an option.

Yeah, a few ancillary plugins rely on the diffuse slot of a standard material for various things (pflow too, if i recall right. it’s been a while.), and some of those have not been updated in a while (or ever) to consider anything else.
Major gripe of mine with old Max code.

Bitmaps assigned to the diffuse slot should work fine in the latest official version.

Just checked the version that we have installed on our workstations and nodes: max 2019 (21.0.0.845) + vray next (4.02.04.00001) As far as I can see this is the latest official version. The texure is not showing on material editor and in the render too.

The last one is 4.02.04.00004. Please download the installation again from our website.

Thanks for the support, problem solved with the mentioned version!

Please notify the user.
This is relatively important information.

Vray Next still has issues with Standard Materials- many of the maps still do not show up properly (like Bump, Reflection).
There is a weird workaround: if you house a standard material inside a standard shader that Vray claims is incompatible, like the Blend material, then Vray will render the material properly. So clearly they’re still compatible with Vray’s architecture, just not easily accessible anymore.

Vray! please don’t end support for standard materials! they are still the only way to achieve certain affects, and our company has whole libraries we depend on. See the image attached, where we combine bump, falloff and non-energy preservation in a standard material to create an explosion. Only the Standard material (housed in a blend material) can achieve this affect.

Ok I get the part with the old libraries but can you send me the scene with example above?

Yes thank you! Here’s a link to the file: