V-Ray Next for Maya update 1 now available

V-Ray Next for Maya, update 1 is now available!

Here’s a video overview of some of the new features in this release:

This update is free for all V-Ray Next users.
The builds are available for download on the Chaosgroup.com website.

The full change log is below.

New features:
(*) V-Ray: Improved light sampling on scenes with thousands of lights;
(*) V-Ray: Added memory tracking options to V-Ray Render Settings;
(*) Cryptomatte/VRayProxy: Cryptomatte support for V-Ray Proxy sub-objects;
(*) V-Ray GPU/VRayAlSurface: AlSurface support on GPU;
(*) Chaos Cloud: Cloud window allowing direct submit from Maya;
(*) V-Ray: Added peak memory consumption in EXR metadata;
(*) V-Ray: Added an option for consistent render elements for better compositing. Enabled by default on new scenes;
(*) VRayLightSelect: Added new light select indirect modes;
(*) V-Ray: Faster translation of mesh geometry;
(*) V-Ray GPU: Resumable rendering with GPU bucket sampler;
(*) V-Ray GPU: VRayCurvature support on GPU;
(*) Cryptomatte: Cryptomatte support for all deep merge modes;
(*) V-Ray: Added AppSDK with Python binding to installation;
(*) V-Ray: Added Lighting Analysis Render Element;
(*) V-Ray GPU: Support of Glossy Fresnel feature on GPU;
(*) V-Ray GPU: Added support for CUDA-CPU rendering to the GLSL and MDL plugins;
(*) vdenoise: Ability to apply lens effects in vdenoise;
(*) V-Ray GPU: Added subpixel mapping checkbox for GPU bucket rendering;
(*) V-Ray: Added efficient instancing for hair with “dynamic hair tessellation” and “stored in global hair tree” disabled;
(*) V-Ray: Added matte backfaces output to the surfaceLuminance mode;
(*) VRayMultiSubTex: Added a random “Seed” and “Loop Textures” parameters to MultiSubTex;
(*) V-Ray: Added inverse exposure texture shader for compensating changes in physical camera;
(*) V-Ray: Command line interface tool for selecting rendering devices;
(*) V-Ray: Added an option to automatically exit vray -server if idle after a specified amount of time;
(*) VRayMtl: Added the anisotropy axis and anisotropy derivation controls to the VRayMtl;
(*) VRaySun: Added the color mode option to the VRaySun;
(*) VRayToon: Added support for VRayToon in glossy refractions;
(*) VRayFastSSS2: Added “Color Mode” dropdown in the VRayFastSSS2 material;
(*) VRayMtl/V-Ray GPU: Self Illumination GI for VRayMtl now visible in GPU-dependent UI;
(*) VRayToonMtl: Added support for spline interpolation in VRayToonMtl ramps;
(*) VRayTriplanar/Viewport 2.0 Triplanar texture projections support for viewport 2.0;
(*) VRayOSLMtl/VRayMDLMtl Material select support for MDL and OSL;
(*) V-Ray IPR: Faster updates in IPR when moving heavy geometry;
(*) V-Ray GPU: Support for multiple map channels for TexBitmaps in MtlGLSL;
(*) V-Ray GPU: Support for the frame offset of the Maya file node when an image sequence is used;

Modified features:
(*) VRayProxy: Optimized proxy visibility list controls for better proxy node performance in Maya;
(*) VRayProxy: The VRayMeshPreview node will be created during the vrayCreateProxy command, not on an idle callback, making scripting easier;
(*) VRayProxy: Removed unnecessary file reads when loading scene;
(*) VRayProxy: Shader names list generation no longer happens on idle and is now more script-friendly;
(*) VRayProxy: Removed the deprecated “use Maya shader” option from the VRayMesh node;
(*) VRayProxy: Fixed slowdown and many warnings printed when instancing a VRayMesh with missing filename;
(*) VRayProxy: XML material assignment override will now appear in the filepath editor;
(*) VRayProxy: The vrayCreateProxy command will now return a string with the newly created node;
(*) VRayProxy: The Maya Archive cmd will now take into account .vrmesh assets;
(*) Cryptomatte/VFB: Cryptomatte data channels will not be visible in the VFB, only the preview channel;
(*) VRayAlSurface: Fixed AlSurface GI contribution going into the SSS channel;
(*) VRayAlSurface: The global SSS toggle will now affect AlSurface;
(*) Chaos Cloud: Pre/Post Render MEL scripts are now executed when exporting for Cloud;
(*) V-Ray: Faster time to first pixel with V-Ray Fur;
(*) V-Ray: Changed the default frame number separator char to . in PTex baker;
(*) V-Ray: Automatic conversion from Color to AColor when using -parameterOverride in V-Ray Standalone;
(*) V-Ray: Added extra attribute for controlling 3dProjection’s number of motion blur samples;
(*) V-Ray: More informative error messages for image file errors;
(*) V-Ray: In DR, automatically delete cache_info_<portNum>.txt on render end if VRAY_LOCAL_CACHE_LIMIT_VALUE=0;
(*) V-Ray: Fixed inconsistencies with the merge by z-depth mode of deep rendering;
(*) V-Ray: Temp files are now created with read/write permissions for all users;
(*) V-Ray: Fixed VRayPlaceEnvTex Ground Projection not respecting Up Vector;
(*) V-Ray: The Up Vector default value now respects Maya Preferences;
(*) VRaySoftbox: Fixed Softbox not having a swatch preview;
(*) VRayMultiSubTex: MultiSubTex indexing will start from 1 for new scenes, making randomization work correctly;
(*) VFB: Save current channel from VFB no longer appends the channel name to the user-defined file name;
(*) VRayMtl: Fixed some VRayMtl attributes not being listed in the channel box;
(*) V-Ray: No longer force-switching to progressive sampler when changing the production engine to GPU CUDA;
(*) V-Ray: Faster export of user attributes;
(*) V-Ray GPU/VRayEdgesTex: Show the “Show subtriangles” option in VRayEdges texture on GPU;
(*) V-Ray GPU: Dome lights will contribute to ZDepthRE;
(*) V-Ray IPR: More responsive IPR for heavy scenes;

Change log continues in next post

Change log (continued)

Bug fixes:
(*) V-Ray IPR: Fixed crash when stopping IPR while compiling geometry;
(*) V-Ray IPR: Fixed crashes when switching the viewport subdivisions ON/OFF while rendering;
(*) V-Ray IPR: Fixed a crash and wrong subdivision of geometry in specific cases;
(*) VRayAlSurface: Fixed incorrect render of ALSurface if lighting render element is enabled;
(*) V-Ray IPR: Fixed changed material on instanced object not reflected in IPR;
(*) V-Ray: Fixed Streak particles having wrong transformation;
(*) SamplerInfo Fixed Sampler Info relative coordinate system not working correctly;
(*) V-Ray GPU: Fixed crash when baking textures with GPU;
(*) VRayLightSelect: Fixed Light select not respecting alpha of a textured light when the texture is constant;
(*) VRayProxy: Fixed crashes in proxy export of multiple meshes caused by missing UVs;
(*) VRayLightDome: Fixed error when using Resumable rendering with Adaptive Dome light;
(*) VRayMtl/VRayAlSurface: Fixed compositing with BlendMtl not matching Beauty;
(*) V-Ray: Maya on remote desktop crashes on loading specific file;
(*) V-Ray: Fixed last user attribute not exported correctly in some cases;
(*) V-Ray: Maya drag’n’drop: added a special case for Windows file share paths;
(*) VRayProxy: Fixed crash when loading huge alembic file with many color sets;
(*) V-Ray IPR: Fixed a crash with IPR if rounded edges attribute is added to a mesh-clipper;
(*) V-Ray: Fixed V-Ray not saving output image when data region is empty;
(*) V-Ray IPR: Fixed changing the “Use Image Sequence” parameter in IPR crashing Maya;
(*) Viewport IPR: Fixed slowdown when Hypershade is opened;
(*) V-Ray: Fixed wrong export of referenced render elements in batch;
(*) V-Ray: Fixed fatal error in some cases when starting DR if the host is not found;
(*) Viewport IPR: Fixed slowdown when the “Selection Mode” is set to “Box”;
(*) VRayProxy: Fixed a crash when importing alembic with degenerate faces;
(*) V-Ray: Fixed V-Ray printing an incorrect success message for writing output image with a missing asset in DR;
(*) V-Ray: Fixed noisy reflections with V-Ray Next for objects with cast shadows on, but visible in reflections/refractions off;
(*) V-Ray: Fixed refractive objects rendering darker with photon caustics from a dome light;
(*) VRayMeshLight: Fixed artifacts with LightMesh and LightMtl with EnvironmentFog;
(*) VRayProxy: Fixed XML material assignment file not getting transferred in DR;
(*) VFB: Fixed Lens effects settings not resetting on a new scene;
(*) V-Ray IPR: Fixed slowdown with viewport IPR caused by an animation rig;
(*) V-Ray: Set a min limit of 1.0 to the AA Filter size;
(*) V-Ray IPR: Fixed flickering in IPR;
(*) VRayProxy: Fixed crash when opening a scene with alembic layers;
(*) V-Ray: Fixed incorrect reporting of primitives with embree hair;
(*) V-Ray: Fixed crash when enabling/disabling reference scenes while running IPR;
(*) VRayProxy: Fixed preview bugs with multiple proxies with different settings pointing to the same file;
(*) V-Ray GPU: Fixed wrong rendering of rounded edges in Next GPU;
(*) V-Ray GPU: Fixed wrong Cryptomatte in animation with V-Ray GPU;
(*) V-Ray GPU: Fixed Volume Grid crashes with VRayFastSSS2 on GPU;
(*) V-Ray GPU: Fixed missing secondary reflections on CUDA CPU with Stochastic flakes;
(*) V-Ray GPU: Fixed VRayClipper not working correctly with disabled clip lights geometry and dome light;
(*) V-Ray GPU: Fixed buckets different in sampling (noise level) with bucket sampling enabled;
(*) V-Ray GPU: Fixed unhandled exception loop on specific scene when rendering with IPR and turning off lights;
(*) V-Ray GPU: Fixed wrong worldNormals RE for SSS material hits in V-Ray GPU;
(*) V-Ray GPU: Fixed a crash when a V-Ray Fast SSS2 material is used inside a V-Ray Override material;
(*) V-Ray GPU: Fixed wrong normals of VRayLight Plane in V-Ray GPU normals render element;
(*) V-Ray GPU: Fixed hybrid rendering failing with AI denoiser;
(*) V-Ray GPU: Fixed Environment ZDepth color not matching V-Ray CPU;
(*) V-Ray GPU: Fixed crash on render end;
(*) V-Ray GPU: Fixed DiffuseFilter render element for FastSSS2 rendered incorrectly with V-Ray GPU;
(*) V-Ray GPU: Fixed crash with XGen;
(*) V-Ray: Fixed OSL crashes on post-Haswell processors;
(*) V-Ray: Fixed EXR files loaded in the VFB not having their integer REs displayed;
(*) V-Ray: Fixed slowdown on many-core machines with light linking;
(*) V-Ray: Fixed flickering of distant light sources with the adaptive lights and many light sources;
(*) V-Ray: Fixed slower adaptive lights with V-Ray Next compared to V-Ray 3.6;
(*) V-Ray: Fixed incorrect full light select element with VRayFastSSS2;
(*) V-Ray: Fixed -velocityAttrName parameter of ply2vrmesh not working for Alembic input files;
(*) V-Ray: Fixed resuming a bucket render resetting the progress to zero;
(*) V-Ray: Fixed artifacts with matte (matte for refl/refr = off) and adaptive dome light;
(*) V-Ray: Fixed super bright lens effects when using the NVidia AI denoiser;
(*) V-Ray: Fixed crash when enabling Bloom/Glare in the VFB while A/B compare is also enabled;
(*) V-Ray: Fixed bucket artifacts with adaptive lights;
(*) V-Ray: Fixed error with AI denoiser “Optix does not support cross-frame denoising”;
(*) V-Ray: Fixed DR may have watermarks if licenses are unstable;
(*) V-Ray: Fixed transparent objects with “cast shadows”=off rendering black when there is a VRayDomeLight behind them;
(*) V-Ray: Fixed “Direct visualization” option for caustics not working;
(*) V-Ray: Fixed aborting render after the last bucket skips saving img_file, keeping unfinished resume file;
(*) V-Ray IPR: Fixed unhandled exception in IPR when VRayPlane is shaded with direct VRayLightMtl;
(*) VRayScene: Fixed crash when V-Ray accesses UV-coordinates from an imported .vscene;

Best regards,
Mihail Djurev
V-Ray for Maya Development Team Lead

Thanks thats a killer release!

Thank you!
Congratulations to the team

Congrats to the release and kudos to the team for the hard work!

Great update, well done on all these bug fixes and new features.

Maya 2019.1 is now ready.

fixed :: V-Ray Sets missing (like displacement) in the Outliner MAYA-97199

Thanks for sharing, will download tonight!

Just a note that we already tested 2019.1 and Autodesk indeed fixed the issue with sets.

Hi all,

Is Maya 2019.1 worth it ? We are still on Maya 2018.5 which is pretty stable. I’m always afraid of a new Maya version…
What do you guys think?

Generally speaking by looking at maya update / stability history from v2016 onward its only usable/stable from up4-5 no earlier imho. I’d probably wait until it reached that many service packs before switching. I tried working in 2019, it was next to impossible still.

Hi Dmitry,

Thank you for the answer. You confirm what I think and what I usually do :slight_smile:
and sorry for late reply, I didn’t get a notification.