V-Ray 3.30 official build available for download

Working on it…

Best regards,
Vlado

LOL, the servers are getting hammered, but then it is soooo worth waiting for! :smile:

Vlado, is there any speed/quality changes compared to the 3.302 beta?

There are minor performance improvements, but mostly bug fixes.

Best regards,
Vlado

It is not as it should be, i had trouble and it gives random Light Cache freeze especially in ditributive render and merging passes. Progressive mode is not 100% supported and it is buggy as hell, also it gives random scene crashes and all sort of odd behaviour.

I have contacted guys at MS unfortunately only solution was to change GI to BF+BF and it works like that but for interior that overlooks outside that is not acceptable solution.

There is known memory leek issues with LC that is why they recommend BF, but that wasn’t case as every machine involved had 64gb of memory and scene needed 6-7gb for rendering when it worked.

From whatever reason there were also node crashes(spawner) and in very rare cases everything was ok, about 1 in 100 times but only in 1500x1000 pix resolution.

Also worth mentioning is that it works much better if there is no DR, far less problems and chances for freezes.

Of course all this could be related to some incident non related to MS but in other rendering engines MS worked as advertised without any issues.

MS version 1.3.6.1

It’s not known to me…

Best regards,
Vlado

Here is quote from R&D docs

> Light Cache issue

Light Cache is very fast algorithm, but there are some drawbacks. Light Cache needs much more RAM than other V-Ray GI algorithms. MultiScatter is tool for creating huge amount of geometries which also needs RAM. therefore there is a big chance to encounter problems (very slow rendering or crashing) when you use LC with MultiScatter.

So using Light Cache in exterior visualisation consumes lots of memory wherever you are using MultiScatter or not, and its just our very general recommendation not to use it, unless you really know what you are doing and have tons of memory.

Maybe LC leak isn’t right term, but i don’t know how to call issue when it fill out memory(23gb-64gb or 128gb) and render before required only 6-7gb.

Anyhow this is not about MS as i am sure they will work out some solution but currently there is some problems that needs to be addressed.

Again this could be separate incident as other engine worked ok.

Render before what? The guys at MultiScatter never told us anything. If this was a V-Ray issue and they had told us about it, we could have fixed it.

Anyhow this is not about MS as i am sure they will work out some solution but currently there is some problems that needs to be addressed.We can only address problems if we know about them :slight_smile:

Again this could be separate incident as other engine worked ok.I could say equally that other scattering solutions work ok with V-Ray, but that’s not the point :slight_smile:

Best regards,
Vlado

Exactly, i needed solution ASAP, guys at MS were very helpful, there is no question about it, but we didn’t find one that will work out for me in that given moment.

I have searched forums(here and there) to see if there is any solution to what i was experiencing and i didn’t found one, except in form of other scatter system.

Unfortunately i didn’t have time to upload scene or wait that someone look what could be issue. It is quite unfortunate as MS is tool i had experience with and know how to setup.

I was just replying to guy above in case he is in the middle of the project so he could know what to expect if he decides to switch to new vray+MS.

Everything was fine at the end. And i am sure they will iron out all this in new version.

Apart from that vray works like charm with ffp.

Take care.

Ok then; if at some point you have time to go back to the project and give us a way to reproduce the problem and fix any potential issues, it will be very helpful.

Best regards,
Vlado

Thx Ivan.

That does’nt sound too good, probably have to wait then, as I use MS on almost every scene… :frowning:

Well, until there is an actual, reproducible bug, one has to file it into the user mistakes section.
So by all means, download it and go ahead, maybe not straight into your most cherished production scene (ya know, cold water, dry feet), and if you happen to see it misbehave, report in WITH a piece of digital evidence to analyse.

Unless ofc you prefer to play it safe based on someone else’s rumors…

The list of improvements and bug fixes is very long and shows how hard you work! Thanks to vlado and your team!

I see many bug fixes and improvements to vray-RT as well as better support for AMD GPU, so I guess I ill have to get back to it.

this is absolutely true, couldn’t agree more with the above statement. it’s an impressive effort.
if I could only download the bloody file already :slight_smile:

Just a note - AMD Driver 15+ and AMD GPU with GCN architecture is a prerequisite.

Exactly, always try it yourself, to revert to original post i have to say that i did write disclaimer, what i have experienced could be incident related only to me!

Tested same MS with other rendering engine and it worked with no issues, same as i am currently using Forest pack with Vray and everything working fine but as Vlado has mention that’s not the point.

If you guys have R&D grass(models) try it yourself, load scene field Grass 06, in DR with BF+LC(progressive) it gave me bugs like i have mention in my first post, that is the scene that requires 6-7gb of ram to initialize, i have mentioned that earlier and is roughly same complexity as my scene required to be.

Unfortunately i didn’t have time to go through process of submitting my scene for further analysis and waiting response to see if there is specific solution apart from using BF+BF and it was easier to switch to FPP, but anyhow i have double(triple checked) to see if my network is working, or if every node is seeing everything it should, if maps are accessible, firewalls and so on and eventually i have tested scene in other engine(and it worked flawlessly).

@^Lele^
Feel free if you have time to test scene for yourself ofc if you have MS and scene field Grass 06, as i do not expect anyone blindly to believe based on what i have experienced it could happen to him, that is why i had that disclaimer at the end of the original post. So no need for “someone else rumors” as this is not trial and i am not accusing, i am just answering to guy Bpositive who asked about MS and Vray 3.3, and gave MY experience, if he didn’t ask i wouldn’t write. :slight_smile:

So to put end to this nicely and to respond to person my post was originally intended for, Bpositive please try it yourself, please make copy of your scene(do not make mistake like i did) and i wish you luck!

Take care!

Oh, Ivan, i never realised there actually IS a scene to test against, my bad.
So it’s a grass example from the MS site?

That scene is part of their iGrass pack, and it was given to me by friend of mine as i wanted to check if i am doing everything OK in my scene(originally i had trouble with my scene) i asked if he has some scene with MS i could test if everything is working and he gave me field Grass 06 and that scene also gave me same problems as my scene.

I don’t think i can share it publicly but please if you have someone who has it ask them.

I have worked with MS earlier so i am quite familiar how it works, that is why i decided for them, usually i do not do lot’s of exteriors that required scattering but for my current project i needed it and there wasn’t way around it, so i made purchase of MS few days ago.

Unfortunately it didn’t work for me with vray beta as i already started doing scene with 3.3, however guys from R&D have good support, they were very professional and fast with responses also they realized i wouldn’t be able to finish what i have intended with BF+BF and we come to agreement that i get refund and to try and search some other ways of finishing up my scene, as i did eventually.

I wish i had time to send sample scene and spend few days trying to provide detailed explanation like i did with the guy at guruware when grow ivy didn’t work in max 2016 but i just couldn’t afford it this time.

Frankly i didn’t know this will stir up so much responses, as when i searched whole day yesterday(about MS) i didn’t find any meaningful answer on forum, also i was quite surprised to realize that everyone has migrated to FPP so after seeing that Vlado linked FPP beta 5.0.2 and that is working with vray 3.3 i made instant purchase and salvage whole thing.
So i will end up using it for this project and who knows when… That is how often i am using scattering.

Edit: That is why i made all that disclaimers in the first place.

Anyhow again, test and make sure it works, it never was bad idea :slight_smile:

Well, about MS - we’re using maya version, and there were some huge problems with memory usage and compiling time. But, now seems like they found a way to get back to normal memory management.

I wish, you guys had vrcene loader inside max. It is just awesome! We have just switched almost every huge assets to vrscenes. Just awesome. Had to mention once again - it is maya only for the time being :slight_smile:

P.S. About the new sampler and moblur - there’s smth, that is very sensitive to every single digit you enter in msr and max aa. If someone is experiencing massive slowdowns with pixel perfect moblur (when everything around is noisy, but moblur is just incredibly clean) - try to lower max aa to smth like 7. Just a small tip.

Paul, there is no need to touch either MSR (this of them all, the one you REALLY should leave alone as of SP3), or Max AA.
Noise threshold is what you’d change if you wanted a cleaner image.
SP3 will clean your alpha channel (in DoF or MoBlur situations) WAY better than sp2 ever did, right from the very early stages, you just have to get used to it.
So, forget about it entirely, and just concentrate on getting a clean RGB (lower noise threshold if the sampleRate Re shows to have not have reached max AA, raise max AA otherwise.) if with full knowledge the Alpha will be perfect no matter what.

Unrelated to this, the Site’s now back up: get downloading!

Some great updates in this service pack, thanks guys :slight_smile:

When saving an RT render to the history I can no longer switch between other renders saved, it’s stuck on the RT render. Edit: Just had another look at this and might be caused by what seems like RT is still working even when there’s a max time set?

Can we get a render timer added to RT? If I set the max time to 5 minutes there’s no way to see how long its been rendering for or telling when it’s finished. Seems logical that the same window used for cpu rendering should be added.

It seems like almost everything I use is now supported by RT but will it ever be able to support procedural maps as bump maps? Tiles is the main one I used for anything architectural.

Is it intentional that the default sky model when creating a VRaySun is now Hosek et al? I googled “Hosek et al” and it didn’t return anything useful, do you have any info on why this is a better/more realistic sky model than previously used? Just curious.