# V-Ray 3.50 official available for download

**URL:** <https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187>\
**Category:** Announcements\
**Created:** [February 9, 2017, 7:26pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187 "2017-02-09T19:26:08Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![alexander.kazandzhiev](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/alexander.kazandzhiev/32/16287_2.png) [@alexander.kazandzhiev](https://forums.chaos.com/u/alexander.kazandzhiev)\
**Post date:** [February 9, 2017, 7:26pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/1 "2017-02-09T19:26:08Z")

</div>

V-Ray 3.50 official available for download

Hello V-Ray 3.50 is officially available for download. You can take a look at the highlights here: [https://youtu.be/N2XB6iZcy\_8](https://youtu.be/N2XB6iZcy%5C_8) This is the first official build after a Beta phase (the previous releases announcements can be found here [http://forums.chaosgroup.com/showthread.php?91086-V-Ray-3-50-beta-1-available-for-download](http://forums.chaosgroup.com/showthread.php?91086-V-Ray-3-50-beta-1-available-for-download) and [http://forums.chaosgroup.com/showthread.php?91921-V-Ray-3-50-beta-2-available-for-download](http://forums.chaosgroup.com/showthread.php?91921-V-Ray-3-50-beta-2-available-for-download)) Cumulative changelog follows:

New features:  
(\*) V-Ray: Add VRayRawDiffuseFilter, VRayRawReflectionFilter and VRayRawRefractionFilter render and bake elements;  
(\*) V-Ray: Enable the resuming of bucket renders from raw .vrimg files;  
(\*) V-Ray: Enable the resuming of progressive renders;  
(\*) V-Ray: Implementation of adaptive lights;  
(\*) V-Ray: Optimize GI rendering;  
(\*) V-Ray IPR: Enable usage as an interactive production renderer (IPR);  
(\*) V-Ray RT: Add support for adaptive lights;  
(\*) V-Ray RT: Enable “Set focus distance” in the VFB for the selected camera;  
(\*) V-Ray RT: Object picking in VFB;  
(\*) V-Ray RT: Support for direct output to Oculus Rift and HTC Vive;  
(\*) V-Ray GPU: Add “Low GPU thread priority” option;  
(\*) V-Ray GPU: Add support for VRayAtmosphere render element;  
(\*) V-Ray GPU: Aerial Perspective support;  
(\*) V-Ray GPU: All supported procedural textures to work for bump maps, when used through VRayColor2Bump texture;  
(\*) V-Ray GPU: Better handling of geometry and materials updates during ActiveShade;  
(\*) V-Ray GPU: Distortion support for physical camera;  
(\*) V-Ray GPU: Fixed differences in lighting between V-Ray RT CPU and GPU;  
(\*) V-Ray GPU: Fixed differences in texture blending between V-Ray RT CPU and GPU;  
(\*) V-Ray GPU: Implement ground projection of VRayHDRI;  
(\*) V-Ray GPU: Implement support for Forest Color texture;  
(\*) V-Ray GPU: Implement support for Render mask;  
(\*) V-Ray GPU: Initial implementation for on-demand mip-map texture in production rendering mode;  
(\*) V-Ray GPU: Less CPU memory usage when rendering scenes with many textures;  
(\*) V-Ray GPU: Less GPU memory usage when rendering scenes with many textures;  
(\*) V-Ray GPU: Support for “Mapped”, “Linear” and “4 corners” Gradient types in Gradient Ramp texture;  
(\*) V-Ray GPU: Support for Irradiance Map from file;  
(\*) V-Ray GPU: Support for VRayRenderID, VRayObjectID and VRayMtlID render elements;  
(\*) V-Ray GPU: Support for adaptive lights in CUDA (both in production and in ActiveShade);  
(\*) V-Ray GPU: Support for additive mode of the VRayBlendMtl;  
(\*) V-Ray GPU: Support for matte materials shadow catcher;  
(\*) V-Ray GPU: Support for the VRayStochasticFlakesMtl material;  
(\*) V-Ray GPU: Support for the planar VRayClipper;  
(\*) V-Ray GPU: Support for transparency for the layers of the VRayBlendMtl;  
(\*) V-Ray GPU: Support for velocity render element;  
(\*) VFB: Implement hardware acceleration support for lens effects;  
(\*) VFB: Lens effects can be enabled and adjusted during rendering;  
(\*) VFB: Lens effects work on the denoised result if a denoiser render element is present;  
(\*) VRayALSurfaceMtl: Include alSurface shader port for V-Ray in the installation;  
(\*) VRayMDLMtl: Initial support for VRayMDLMtl in V-Ray RT;  
(\*) VRayMDLMtl: Integrate support for NVIDIA MDL;  
(\*) VRayMtl: Implement “Glossy Fresnel” option;  
(\*) VRayProxy: Support for user property tags in the proxy file name;  
(\*) VRayScannedMtl: Add ability to capture and render the back lighting;  
(\*) VRayScene: Implement scene node that supports rendering geometry and materials from a .vrscene file and settings override with another file;  
(\*) VRayToon: Ability to store the toon outlines in a separate render element;  
(\*) VRayVRmatMtl: Does not update on filename change in V-Ray RT;  
(\*) VRayVolumeGrid: Add a render preset for Maya Fluids vdb;  
(\*) VRayVolumeGrid: Support for Cap Mesh mode in V-Ray RT;  
(\*) V-Ray Toolbar: Add button to make selected objects shadow catchers;

Modified features:  
(\*) V-Ray: 3ds Max render effects should be applied when the “Stop” button is pressed in the render progress;  
(\*) V-Ray: Adaptive lights sampling improvement when the total lights are less than the Adaptive lights count;  
(\*) V-Ray: Bucket resuming writes its own .vrimg output if other output format is set;  
(\*) V-Ray: Enable adaptive lights by default;  
(\*) V-Ray: Faster 2d displacement on machines with many cores;  
(\*) V-Ray: Faster rendering of proxies on many-core machines;  
(\*) V-Ray: Improve the HDR images loading speed;  
(\*) V-Ray: Make “1” a possible value for Geometry samples in Render Setup;  
(\*) V-Ray: Remove limitation on parameters count for OSL and GLSL shaders;  
(\*) V-Ray: Restore the 3ds Max project folder after DR render;  
(\*) V-Ray: Rework post-effects pipeline to avoid Lens effects overriding the denoised image in particular;  
(\*) V-Ray: Right-click on parameters’ spinners should reset them to the default values instead of zero for most of V-Ray plugins;  
(\*) V-Ray: The light grid for adaptive lights does not take specular light contributions into account;  
(\*) V-Ray: Move the VRayDenoiser “progressive update frequency” in the System rollout;  
(\*) V-Ray/V-Ray RT: The progressive sampler should finish the current pass when the given “Render time” is surpassed;  
(\*) V-Ray: Add control for panoramic pole merging for stereoscopic rendering (V-Ray RT MAXScript properties .top\_merge\_angle .bottom\_merge\_angle);  
(\*) V-Ray/V-Ray RT: Draw the alpha channel during the undersampling phase of the progressive sampling;  
(\*) V-Ray: Dome light minor speed optimization;  
(\*) V-Ray: Display warning when “View navigation” in ActiveShade is selected without looking through camera;  
(\*) V-Ray: Increase the tooltip display times in the render settings;  
(\*) V-Ray: Remove the interpolated reflections/refractions options;  
(\*) V-Ray: Set the default value for the dynamic noise threshold for the progressive sampler to 80;  
(\*) V-Ray: Use adequate precision for render elements (full/half precision) in OpenEXR files;  
(\*) V-Ray: When using a dome light, matte objects have visible outlines unless GI environment is overridden with zero;  
(\*) V-Ray: Bundle License Server with the installation instead of the vrlservice.exe;  
(\*) V-Ray IPR: Add MAXScript callback when IPR completes rendering;  
(\*) V-Ray IPR: Production IPR should fill the VFB and react to changes in the VFB size and changes to render resolution;  
(\*) V-Ray IPR: Production IPR should react to changes in the render region in the VFB;  
(\*) V-Ray IPR: Track changes to node properties both V-Ray and user during IPR;  
(\*) V-Ray IPR: Track changes to the environment overrides in the render settings during IPR;  
(\*) V-Ray RT: ActiveShade should render with the current VFB resolution and should track changes to the VFB size;  
(\*) V-Ray RT: Add “Select object” and “Get object material” right-click options in the VFB;  
(\*) V-Ray RT: Add UI mode views switcher for V-Ray RT between Default and Advanced views;  
(\*) V-Ray RT: Allow irradiance map and light cache from saved file in ActiveShade;  
(\*) V-Ray RT: Apply resolution changes without restarting the rendering;  
(\*) V-Ray RT: Change mouse cursors for some of the right click modes during ActiveShade;  
(\*) V-Ray RT: Implement export of VRayToon;  
(\*) V-Ray RT: Implement the glossy Fresnel options;  
(\*) V-Ray RT: Improve random by render ID values generation for V-Ray RT and matched with VRayMultiSubTex;  
(\*) V-Ray RT: Make V-Ray RT to take the render state of the Laubwerk trees options, not the viewport;  
(\*) V-Ray RT: The “real zoom” feature is broken since beta 2;  
(\*) V-Ray RT: The IPR button in the VFB should work when V-Ray RT is the production renderer;  
(\*) V-Ray RT: VFB output file paths are not exported in .vrscene file;  
(\*) V-Ray RT: View navigation in ActiveShade VFB is too fast;  
(\*) V-Ray GPU: Ability to load precalculated Irradiance map GI cache files;  
(\*) V-Ray GPU: Add a warning when users have Adaptive Lights and Shadows RE enabled;  
(\*) V-Ray GPU: Changes on materials with baked texture to be updated quicker;  
(\*) V-Ray GPU: Faster rendering of materials with bump maps;  
(\*) V-Ray GPU: Faster rendering of rounded edges texture;  
(\*) V-Ray GPU: Faster rendering with Bitmap output curves;  
(\*) V-Ray GPU: Print the OpenCL Driver version in the log;  
(\*) V-Ray GPU: Print the message about not having OCL devices env var as a info, not warning;  
(\*) V-Ray GPU: Print warning when max sample level is set to 0;  
(\*) V-Ray GPU: Print warning when there is a render element that’s not supported on the GPU;  
(\*) V-Ray GPU: Raise the number of rays per pixel when the number of active pixels is too low;  
(\*) V-Ray GPU: Solid reflective material getting alpha dropouts;  
(\*) V-Ray GPU: Support VRayUserColor to be used for mapping channels;  
(\*) V-Ray GPU: Support for UVW coordinates type in VRaySamplerInfo render element;  
(\*) V-Ray GPU: Support for the directionality attribute of the VRayLight in Plane mode;  
(\*) V-Ray GPU: Support the noise parameters for Gradient Ramp texture;  
(\*) VFB: Add a render stamp variable “noiseThreshold” for the reached noise threshold of the progressive sampler;  
(\*) VFB: Add command for VFB display control (vfbControl #show);  
(\*) VFB: Add toolbar button for copying the current channel to clipboard;  
(\*) VFB: Change the default values of the Lens Effects;  
(\*) VFB: Contrast curve should be applied in sRGB color space;  
(\*) VFB: Improve history images saving speed;  
(\*) VFB: Increase default VFB history maximum files count to 100 and the size on disk in MB to 10000;  
(\*) VFB: MAXScript commands to show/hide history and color corrections panels of the VFB;  
(\*) VFB: Move the history image compare buttons from the main toolbar to history toolbar;

continued in the next post…

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<div class="post-metadata">

**Author:** ![alexander.kazandzhiev](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/alexander.kazandzhiev/32/16287_2.png) [@alexander.kazandzhiev](https://forums.chaos.com/u/alexander.kazandzhiev)\
**Post date:** [February 9, 2017, 7:26pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/2 "2017-02-09T19:26:53Z")

</div>

Modified features (continued):  
(\*) VFB: Move the history image compare buttons from the main toolbar to history toolbar;  
(\*) VFB: RGB button switches between RGB color and effectsResult channels;  
(\*) VFB: Show HSV values in the VFB pixel information window;  
(\*) VFB: Show a progress bar in the VFB during IPR session;  
(\*) VFB: The button for showing the messages log should bring the messages window to the front;  
(\*) VFB: White balance should be applied before exposure;  
(\*) VRayALSurfaceMtl: Support for “Raytraced SSS ID” V-Ray object property;  
(\*) VRayClipper: Optimize plane clipper with empty exclude lists;  
(\*) VRayDenoiser: A warning should be printed when the VFB is disabled;  
(\*) VRayDenoiser: Check the sampler settings before starting a render and warn if incompatible;  
(\*) VRayHDRI: Add a MAXScript parameter for axial rotation;  
(\*) VRayMDLMtl: Add displacement support to MDL;  
(\*) VRayMDLMtl: Display texture parameters in MDL materials as file buttons;  
(\*) VRayMtl: Disabled by default the GI checkbox for self-illumination;  
(\*) VRayMtl: Make the GGX BRDF the default one and turn on glossy Fresnel by default;  
(\*) VRayMtl: Move the “reflect on back side” option in the reflection section of the Basic rollout;  
(\*) VRayMtl: The anisotropy controls should be disabled when the BRDF is set to Phong;  
(\*) VRayMtlReflectIORBake: Replace the “Store in fixed point format (rg.ba)” option with an “Invert value” one;  
(\*) VRayOSLMtl/VRayOSLTex: Enable support for multiple include paths in OSL;  
(\*) VRayOSLMtl/VRayOSLTex: Speed up the texture sampling in OSL;  
(\*) VRayProxy: Add rendering support for Mudbox exported .vrmeshes with Level-of-Detail;  
(\*) VRayProxy: Allow for the viewport preview to be overridden by another .vrmesh or Alembic file;  
(\*) VRayProxy: Interpolate geometry data for heterogeneous Alembic files with velocity channel;  
(\*) VRayProxy: Optimized the preview read and update for animated proxies;  
(\*) VRayScannedMtl: Add ability to render licensed materials (library licenses);  
(\*) VRayScannedMtl: Add support for Nitrous viewport preview;  
(\*) VRayScene: Override material with 3ds max native materials;  
(\*) VRayStereoscopic: Add new fragment merge mode, where fragments are merged by render ID and z-depth;  
(\*) VRayToon: Add an option to exclude an object in the V-Ray object properties;  
(\*) VRayTriplanarTex: The “blend” and “scale” parameters should be animatable;  
(\*) VRayVolumeGrid: High-DPI support for the render curves and gradients;  
(\*) VRayVolumeGrid: Improve the motion blur for atmospherics;  
(\*) VRayVolumeGrid: Improve the velocity voxel preview;  
(\*) VRayVolumeGrid: Optimize rendering with emissive lights, Ray-Traced self-illumination and complex geometry;  
(\*) VRayVolumeGrid: Option to disable the “Optimizing Volumetrics” rendering pre-pass;  
(\*) VRayVolumeGrid: Respect the maxRenderThreads setting in V-Ray during rendering;  
(\*) VRayVolumeGrid: Support V-Ray’s per-object motion blur duration override;  
(\*) VRayVolumeGrid: When several points on diagram are selected, right click on one of them should affect all points;  
(\*) V-Ray Bitmap to VRayHDRI converter: Bitmaps in objects/modifiers/environment should be handled;  
(\*) vdenoise.exe: Add abort on OpenCL errors;  
(\*) vdenoise.exe: The noise level channel can also be named “VRayNoiseLevel”;  
(\*) V-Ray Toolbar: Creating VRayFur from the toolbar button should select the newly created fur object;  
(\*) V-Ray scene converter: Added an option to convert only selected objects;  
(\*) V-Ray scene converter: Blend material to VRayBlendMtl conversion support for sub materials and textures;  
(\*) V-Ray scene converter: Convert Corona’s native materials, textures and lights to V-Ray ones;  
(\*) .vrscene exporter: Renderer settings of V-Ray RT as production renderer are not exported;

Bug fixes:  
(\*) V-Ray: Crash on loading scene after rendering with time stamp;  
(\*) DR: “Failed to delete server scene file” DR warning appears but the file has been deleted successfully;  
(\*) V-Ray: “Tiled texture cache set” message is flooding the log when using Slate Material editor;  
(\*) V-Ray: Adaptive lights don’t work with fly-through light cache;  
(\*) V-Ray: Artifacts with adaptive lights and VRayFastSSS2 material;  
(\*) V-Ray: Concatenated node user attributes on VRayProxy objects;  
(\*) V-Ray: Crash when modifying matte object material in IPR;  
(\*) V-Ray: Deep merge strategy set as “None” renders incorrectly with non-fully opaque objects;  
(\*) V-Ray: Different bump with bitmaps since 3.50.01;  
(\*) V-Ray: effectsResult channel is not saved with vrimg file from render setup;  
(\*) V-Ray: Environment map ghosting through objects when matte/shadow objects are in the scene;  
(\*) V-Ray: If there is no license available V-Ray crashes when rendering;  
(\*) V-Ray: Issue with finalToon and orthographic cameras;  
(\*) V-Ray: Noisy pixels not cleaned up by the progressive sampler;  
(\*) V-Ray: OSL preprocessor-only output is polluted with diagnostic messages;  
(\*) V-Ray: Random crashes after progressive rendering is finished;  
(\*) V-Ray: Remove the “(notUsed)” from the imageSampler\_renderMask MAXScript properties;  
(\*) V-Ray: Render hangs when resuming with DR and distributed light cache;  
(\*) V-Ray: Rendering hangs at transforming vertices when there is a VRayVolumeGrid and many VRayLightMtl materials with “direct illumination” enabled;  
(\*) V-Ray: Resumable rendering with bucket sampling and post effects stops with an error after the first completed frame;  
(\*) V-Ray: Scene renders brighter when there is glass at the windows;  
(\*) V-Ray: Unwanted GI caustics with refractive materials with “affect shadows” enabled;  
(\*) V-Ray: Wrong viewport drawing of objects after rendering in 3ds Max 2017;  
(\*) V-Ray IPR: “Render mult” parameter of VRayHDRI is not working in IPR;  
(\*) V-Ray IPR: Adding lights during IPR session produces wrong results when adaptive lights are enabled;  
(\*) V-Ray IPR: Changing properties of the VRayPhysicalCamera are not updated in IPR;  
(\*) V-Ray IPR: Crash after using the V-Ray light lister during production IPR;  
(\*) V-Ray IPR: Crash when accessing the Material Editor during an ActiveShade session with “Clear cache on render end” is enabled;  
(\*) V-Ray IPR: Crash when adjusting curves in VRayHDRI during IPR;  
(\*) V-Ray IPR: Crash when cloning a specific object during IPR;  
(\*) V-Ray IPR: Crash when creating VRayLight without dragging for setting the size during IPR;  
(\*) V-Ray IPR: Crash when creating instances in a particular scene during IPR;  
(\*) V-Ray IPR: Crash with IPR with VRayFastSSS2’s object-based prepass;  
(\*) V-Ray IPR: Crash with XRef materials during IPR;  
(\*) V-Ray IPR: Hiding and unhiding of nodes is not reflected in production IPR;  
(\*) V-Ray IPR: IPR crashes while painting with the VRayFurStyler;  
(\*) V-Ray IPR: IPR crashes with Hair and Fur on render stop;  
(\*) V-Ray IPR: IPR crashes with VRayExtraTex render element;  
(\*) V-Ray IPR: IPR crashes with VRayExtraTex render element;  
(\*) V-Ray IPR: IPR render from camera which has Skew modifier applied doesn’t match production render;  
(\*) V-Ray IPR: Locked camera view is not respected in IPR;  
(\*) V-Ray IPR: Making an object a shadow catcher from the V-Ray toolbar is not updated in IPR;  
(\*) V-Ray IPR: Modifying VRayLight created in IPR as a Copy crashes 3ds Max;  
(\*) V-Ray IPR: Occasional crash with IPR related to texture shortcut buttons;  
(\*) V-Ray IPR: Unhandled exception with instanced objects during IPR;  
(\*) V-Ray IPR: VRayLightMtl intensity is not properly updating in IPR;  
(\*) V-Ray RT: “Static geometry” of VRayDisplacementMod is not exported;  
(\*) V-Ray RT: Composite texture with Output map on reflect and diffuse gives a different than production render result;  
(\*) V-Ray RT: Crash during ActiveShade with a scene with instanced VRayProxy;  
(\*) V-Ray RT: Crash when there are materials with very long names and special characters;  
(\*) V-Ray RT: Crash with Particle Flow and motion blur when sliding the time during ActiveShade session;  
(\*) V-Ray RT: Crash with time slider and motion blurred meshes;  
(\*) V-Ray RT: Effect ID of VRayMtl is not exported;  
(\*) V-Ray RT: Error when rendering RT DR with Max Frame buffer and Render Mask;  
(\*) V-Ray RT: Excessive progressive sampling AA filter memory consumption with ActiveShade rendering and render region;  
(\*) V-Ray RT: Exclude lists of VRayDirt don’t work with HairFarm;  
(\*) V-Ray RT: Exporter doesn’t resolve light cache file paths;  
(\*) V-Ray RT: Exporter is missing some of the VRayMtl and VRayFastSSS2Mtl features;  
(\*) V-Ray RT: Incorrect adaptive lights with production (non-ActiveShade) renders;  
(\*) V-Ray RT: Invalid geometric normal warnings with VRayLight and stereo cube camera;  
(\*) V-Ray RT: Isolating geometry in a scene with duplicating nodes names and handles produces WndProc error with out of process rendering;  
(\*) V-Ray RT: Light cache from map is not used in out of process rendering;  
(\*) V-Ray RT: Matte for refl/refr of VRayMtlWrapper has no effect;  
(\*) V-Ray RT: Mismatched Vertical Tilt correction compared to production renderer;  
(\*) V-Ray RT: Motion blur samples are not applied to animated VRayPhysicalCameras unless they are set locally;  
(\*) V-Ray RT: Noisy results with progressive sampler when Sub-pixel mapping is enabled;  
(\*) V-Ray RT: Not all supported image filters are exported;  
(\*) V-Ray RT: Not exported opacity texture correctly if names are the same with other textures;  
(\*) V-Ray RT: Not located alembic proxies with local paths;  
(\*) V-Ray RT: Not updating the IFL sequences properly during time slider change;  
(\*) V-Ray RT: Not updating the IFL sequences properly during time slider change;  
(\*) V-Ray RT: Skew modifier on Standard cameras is ignored;  
(\*) V-Ray RT: Some scenes with multiple MDL materials fail to export;  
(\*) V-Ray RT: There is no motion blur on VRayFur when applied to a geometry with a modifier;  
…

for the complete list, please consult the changelog.

Best regards,  
Alexander

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<div class="post-metadata">

**Author:** ![WilleViz](https://avatars.discourse-cdn.com/v4/letter/w/3e96dc/32.png) [@WilleViz](https://forums.chaos.com/u/WilleViz)\
**Post date:** [February 9, 2017, 8:21pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/3 "2017-02-09T20:21:21Z")

</div>

Congratulations on an awesome release! 🕶

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<div class="post-metadata">

**Author:** ![Brendan\_Coyle](https://avatars.discourse-cdn.com/v4/letter/b/e99b99/32.png) [@Brendan\_Coyle](https://forums.chaos.com/u/Brendan_Coyle)\
**Post date:** [February 9, 2017, 9:03pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/4 "2017-02-09T21:03:06Z")

</div>

Fantastic stuff - no max 2012 build?

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<div class="post-metadata">

**Author:** ![vlado](https://avatars.discourse-cdn.com/v4/letter/v/779978/32.png) [@vlado](https://forums.chaos.com/u/vlado)\
**Post date:** [February 9, 2017, 9:11pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/5 "2017-02-09T21:11:57Z")

</div>

> [@cheerioboy](#):
>
> Fantastic stuff - no max 2012 build?

Do you need it? It’s almost 6 years old now and it’s getting difficult to support the old code.

Best regards,  
Vlado

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<div class="post-metadata">

**Author:** ![Brendan\_Coyle](https://avatars.discourse-cdn.com/v4/letter/b/e99b99/32.png) [@Brendan\_Coyle](https://forums.chaos.com/u/Brendan_Coyle)\
**Post date:** [February 9, 2017, 9:16pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/6 "2017-02-09T21:16:37Z")

</div>

> [@vlado](#):
>
> Do you need it? It’s almost 6 years old now and it’s getting difficult to support the old code.
> 
> Best regards,  
> Vlado

I haven’t had a reason to upgrade.. but if you guys are dropping support I’ll need to figure something out.

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<div class="post-metadata">

**Author:** ![NicoC](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/nicoc/32/23122_2.png) [@NicoC](https://forums.chaos.com/u/NicoC)\
**Post date:** [February 10, 2017, 7:56am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/7 "2017-02-10T07:56:15Z")

</div>

Amazing ! thanks for the Chaos Group team for this new amazing release !

BRAVO !

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<div class="post-metadata">

**Author:** ![AC5L4T3R](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/ac5l4t3r/32/235252_2.png) [@AC5L4T3R](https://forums.chaos.com/u/AC5L4T3R)\
**Post date:** [February 10, 2017, 9:02am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/8 "2017-02-10T09:02:00Z")

</div>

> (\*) VRayToon: Ability to store the toon outlines in a separate render element;

Great to see something I requested even if it was a couple of weeks too late to matter 😄

Great work guys!

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<div class="post-metadata">

**Author:** ![hardrock\_ram](https://avatars.discourse-cdn.com/v4/letter/h/4da419/32.png) [@hardrock\_ram](https://forums.chaos.com/u/hardrock_ram)\
**Post date:** [February 10, 2017, 9:41am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/9 "2017-02-10T09:41:33Z")

</div>

> [@cheerioboy](#):
>
> I haven’t had a reason to upgrade.. but if you guys are dropping support I’ll need to figure something out.

I can see the hesitation if you have to pay for a new version, but there is a pretty big difference between 2012 and new versions.  
If you go up to 2014 there is a big speed difference, while 2016 has some substantial new features.

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<div class="post-metadata">

**Author:** ![Emperor\_Toe](https://avatars.discourse-cdn.com/v4/letter/e/df705f/32.png) [@Emperor\_Toe](https://forums.chaos.com/u/Emperor_Toe)\
**Post date:** [February 10, 2017, 11:00am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/10 "2017-02-10T11:00:28Z")

</div>

Zdepth pass using camera clipping isn’t working when the clipping planes are off in the camera.

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**Author:** ![chadstevens](https://avatars.discourse-cdn.com/v4/letter/c/9fc29f/32.png) [@chadstevens](https://forums.chaos.com/u/chadstevens)\
**Post date:** [February 10, 2017, 11:11am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/11 "2017-02-10T11:11:20Z")

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All the point clouds render at an incorrect gamma, is there a way to inverse the gamma on just point clouds, or is there another option I’m missing?

Cheers.

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**Author:** ![spyzor](https://avatars.discourse-cdn.com/v4/letter/s/e9c0ed/32.png) [@spyzor](https://forums.chaos.com/u/spyzor)\
**Post date:** [February 10, 2017, 11:45am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/12 "2017-02-10T11:45:13Z")

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Thank you for your hard work and the constant innovation ChaosGroup !

I have one question. I thought I read somewhere on the forum that 3.5 would bring new previews for the materials.  
The scene used for the previews would have been updated.  
I didn’t see it in the changelog or maybe did I miss it.

Did it came for 3.5 or is it postponed ?

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**Author:** ![chadstevens](https://avatars.discourse-cdn.com/v4/letter/c/9fc29f/32.png) [@chadstevens](https://forums.chaos.com/u/chadstevens)\
**Post date:** [February 10, 2017, 11:57am UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/13 "2017-02-10T11:57:27Z")

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It is not in 3.5 as far as I can tell.

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**Author:** ![vlado](https://avatars.discourse-cdn.com/v4/letter/v/779978/32.png) [@vlado](https://forums.chaos.com/u/vlado)\
**Post date:** [February 10, 2017, 12:06pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/14 "2017-02-10T12:06:17Z")

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> [@spyzor](#):
>
> I thought I read somewhere on the forum that 3.5 would bring new previews for the materials.

Yes, I did say that, and I have a code branch for it, unfortunately between the adaptive lights and the IPR, I didn’t have time to complete it yet.

Best regards,  
Vlado

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<div class="post-metadata">

**Author:** ![spyzor](https://avatars.discourse-cdn.com/v4/letter/s/e9c0ed/32.png) [@spyzor](https://forums.chaos.com/u/spyzor)\
**Post date:** [February 10, 2017, 1:00pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/15 "2017-02-10T13:00:12Z")

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> [@vlado](#):
>
> Yes, I did say that, and I have a code branch for it, unfortunately between the adaptive lights and the IPR, I didn’t have time to complete it yet.
> 
> Best regards,  
> Vlado

Ok I think that’s enough feature for a service pack already :).

If I may, it would be cool that if I use a render region and activate IPR that the render could stay at normal resolution.  
When I use IPR I like to edit the materials parameters. So I need the full resolution to see what changed at pixel level.  
I don t know if that would be possible.

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<div class="post-metadata">

**Author:** ![Moriah](https://avatars.discourse-cdn.com/v4/letter/m/b2d939/32.png) [@Moriah](https://forums.chaos.com/u/Moriah)\
**Post date:** [February 10, 2017, 2:03pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/16 "2017-02-10T14:03:29Z")

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Is there any way to directly launch IPR without having to call the VFB and press the button? Or a maxscript function so i can do a little button to start it from the viewport.  
Great release too, loving the GPU features!

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<div class="post-metadata">

**Author:** ![yavor.rubenov](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/yavor.rubenov/32/2946_2.png) [@yavor.rubenov](https://forums.chaos.com/u/yavor.rubenov)\
**Post date:** [February 10, 2017, 3:30pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/17 "2017-02-10T15:30:39Z")

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Hello,

There are MAXScript functions for IPR - [https://docs.chaosgroup.com/display/VRAY3MAX/MAXScript#MAXScript-V-RayIPRFunction](https://docs.chaosgroup.com/display/VRAY3MAX/MAXScript#MAXScript-V-RayIPRFunction)

Best regards,  
Yavor

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<div class="post-metadata">

**Author:** ![maxwood](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/maxwood/32/63706_2.png) [@maxwood](https://forums.chaos.com/u/maxwood)\
**Post date:** [February 10, 2017, 3:37pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/18 "2017-02-10T15:37:55Z")

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> [@spyzor](#):
>
> I have one question. I thought I read somewhere on the forum that 3.5 would bring new previews for the materials.  
> The scene used for the previews would have been updated.

I’m curious about what this means, do you have a link to the post on the forum?

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<div class="post-metadata">

**Author:** ![Brendan\_Coyle](https://avatars.discourse-cdn.com/v4/letter/b/e99b99/32.png) [@Brendan\_Coyle](https://forums.chaos.com/u/Brendan_Coyle)\
**Post date:** [February 10, 2017, 3:40pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/19 "2017-02-10T15:40:11Z")

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> [@hardrock\_ram](#):
>
> I can see the hesitation if you have to pay for a new version, but there is a pretty big difference between 2012 and new versions.  
> If you go up to 2014 there is a big speed difference, while 2016 has some substantial new features.

Yeah I’m looking at 2014. After that version I can’t stand what they’ve done to the layer manager. I’d need to start using an alt script/plugin for layers going forward ☹

‘substantial new features’? It’s more like they’ve broken it more. Vray has been the one aspect of my work that I actually want to continually upgrade because the features and fixes have addressed my problems.

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<div class="post-metadata">

**Author:** ![urbanite](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/urbanite/32/40523_2.png) [@urbanite](https://forums.chaos.com/u/urbanite)\
**Post date:** [February 10, 2017, 7:37pm UTC](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187/20 "2017-02-10T19:37:30Z")

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Thank you guys, it is truly great update!🙂

[Next page](https://forums.chaos.com/t/v-ray-3-50-official-available-for-download/62187.md?page=2)
