High Quality Option in the Viewports - does this work in VRay

Hello, with Mental Ray the High Quality Option for the viewport shows me a first impression of the lighting and the position of the shadows. With VRay I got only a black model or, if I have some VRay lights a totally white model. The strenght of the light or the settings of the environment (VRay Exposure Control) seems to have no influence to this matter. Is there a way to get similar a viewport image with shadows and with illumination with scene light like in Mental Ray? Can it be a graphics adapter or driver problem? (MAX 2018, VRay Adv 3.60.04, Nvidia GTX 580 3GB (Gainward Phantom) Driver 23.21.13.8831
The rendered images have the right lighting, so as I want to have it. So I only work with the “Standard” display option for the viewport…

You probably have a map/material applied that can’t be displayed in the HQ viewport, hence it shows as black, but I can’t be sure without checking out the scene.
The viewport turning white when you have a light and V-Ray Exposure control is a known bug, though, and is on our to-do list.
Using the IPR for preview while setting up your scene lighting is a good option you can try.

The Camera Correction modifier is not yet supported in IPR. You can use the vertical and horizontal tilt in the V-Ray Physical camera, as you mentioned, but looking at the screenshots, you’re actually using the built-in 3ds Max Physical camera. To use our own V-Ray Physical camera, you can run the vrayCreateVRayPhysicalCamera() command in MaxScript Listener.

Your right, it is indeed another Physical Camera. If I use your command I get a VrayPhysicalCamera. But when I click on the button for Physical Camera in the VRay Toolbar, which comes with the installation, I get a Pysical Camera of 3dsMAX. Is my installation wrong? Should the Physical Camera button of the VRay Toolbar insert a VrayPhysicalCamera?
On the other hand I read, that the Physical Camera of 3dsMAX is a result of a cooperation between the ChaosGroup and Autodesk.
See here: http://www.learnvray.com/demo/physical/
So which camera you would suggest, which one is able to give me more realistic results. Difficult to decide for me because more than 95% of the options of both camera types are the same (I did a step by step comparison)
The only big disadvatage of the VRayPhysicalCamera is that I can not select and move the target and that I can?t move it with my 3dconnexion SpaceMouse in the VrayCamera viewport (or am I blind?).

No, the installation is fine. V-Ray Physical Camera has been deprecated, and it was only there for backward compatibility. That’s why it can be created only via MaxScript and that why 3dsMax Physical Camera is created by pressing that button.

Thats correct, both cameras a basically the same. The only difference is that 3dsMax one is better integrated within 3dsMax.

For version 3.x we recommend using 3ds Max native Physical Camera unless something else requires using VRayPhysical Camera. This will change in V-Ray Next since we decided to return VRayPhysicalCam back and I guess that it would be prefered camera when rendering with V-Ray.

VRayPhysicalCam target is “invisible” in the viewport until it is selected from the Scene Explorer. Try the following.
1.Create VRayCam.
2.See if Scene explorer window if Camera Target is visible. If not disable and then enable Targeted option inside Cam Props - this should make the target visible in the Explorer.
3.Select the Cam Target in explorer and move it the viewport - this should make the target visible in the viewport and from now on it will work as expected.