I’m happy to announce that we have started uploading stable nightly builds of V-Ray Next for Rhino.
The nightlies download page can now be accessed by anyone with chaosgroup.com account.
Note that it’s not recommended to use the nightly builds in production.
They are for test purposes only.
Scenes setup with the nightly build might not behave the same way when loaded in the final official build.
Drag & drop can now be utilized for applying Asset Editor materials to scene objects or layers
A Denoiser engine switch is now available in the main Renderer rollout. Switch from V-Ray to NVIDIA AI denoising without navigating to the Denoiser advanced parameters panel
The Update Effects slider is now located in the Renderer rollout for easy access
Camera Motion Blur toggle is implemented
The ‘vrayCamGuessVertical’ command can no longer be executed with an orthographic view active
Proxy meshes copied over from another session during Interactive Rendering are now correctly displayed and rendered
A number of issues with window ordering in Windows 7 and 8 are resolved. The VFB no longer goes to the background when focused
Project names containing a full stop character no longer prevent the Pack Project function to be executed correctly
Objects duplicated using block instancing are rendered in a more optimized way
The ‘Tools / Randomize Material ID Colors’ function randomizes all scene Material ID colors and not only the ones set to black initially
VFB regions drawn during production rendering are disabled
When a Binding viewport texture is used the viewport material ignores all the other shader parameters making the texture clearly visible
Highly reflective materials use their reflection color value as reflective amount of the viewport shader
Loading render settings presets or resetting to the default one during rendering is no longer allowed
The Translucency rollout of the V-Ray BRDF is renamed to Fog Scattering to better reflect what the options in this section do
The Bump Delta Scale parameter is automatically hidden when the Normal Map mode is selected. The delta scale option has no effect in this case
Animation
Camera focus distance changes can now be rendered in animation
A number of issues with Bongo animation rendering are resolved
Setting up a Rhino animation no longer removes the V-Ray Interactive viewport display mode option in Rhino 6
Grasshopper
Context menu for selecting an existing Standard or a Named scene view is added to the Camera Component
V-Ray Exporter component implemented. It exports vrmesh or vrscene files based on the GH definition
V-Ray Graph component implemented. This is an advanced value remapping utility component that exposes a bezier curve editor. Combine it with the V-Ray Timeline to create more advanced animation setups
The Render Animation function has been separated from the standard Render one in the V-Ray Renderer component
A simple way for loading library materials in the V-Ray Material from File component is implemented. Right-click on the component to find the materials list
Individual light components can now be connected directly to the Renderer. The need for adding an in-between light rig component is removed
A preview graphics for the V-Ray Light Rig Sun System component is added
An issue with Proxy Scene preview scaling is resolved
Grasshopper animations now correctly use the current Rhino viewport camera position
Other Changes & Bug Fixes
V-Ray AppSDK updated to version 4.12
A number of issues related to the Can be Overridden option are resolved. It now functions correctly during interactive rendering
Two sided materials with nested multi sub textures no longer cause a crash during interactive rendering
Drawing a region during interactive rendering on the GPU after a linked Grasshopper document has been updated no longer causes a crash
A number of issues with HDR Light Studio interactive environment rendering are resolved
Textures with localized names are now properly displayed in the viewport
Deleting all scene objects during interactive rendering no longer breaks Material Override’s functionality
Layer visibility changes are now correctly handled during interactive rendering
The Batch Render tool can now load and render scenes using the GPU engine
Spot Light’s cone and penumbra angle parameter values are now correctly migrated for V-Ray 2 scenes
The Rhino sun is now automatically disabled when setting V-Ray as a current renderer for the first time
The Use Irradiance Map Option is removed from the V-Ray BRDF and re-introduced into the Wrapper material
The Cutoff and Energy Preservation parameters are removed from the V-Ray BRDF Advanced Options rollout
There are a couple of issues with the monochrome energy preservation mode:
- No GPU support
- It tempts you to create materials which are not physically plausible
- It is a pretty advanced thing that looks confusing
As a whole every time you build a shader you should balance the colors of all it’s layers.
In the real world diffuse lighting and reflections are not separated.
Because of that, for every CG material, you have to make sure that when its reflectance goes up its diffuse goes down.
In that regard, the energy preservation logic only kicks in if the material doesn’t follow this principle.
Additionally I’m after removing all the Advanced material parameters.
I feel as a user you don’t have to understand them to achieve a good result.
I understand your points … but let us talk about to archive a good result. Take my example above - how can I mix a red metal paint into white paint without to get an unwanted green-blue tint? I can do it in the real world.
I have the feeling, the physical plausible approach is for physical layered materials, not for physical mixed. So, if light goe’s through a red metal layer maybe blue-green comes through to the diffuse plastic. I think the developer have overseen, that it is possible to mix particles and so the effects are side-by-side and not layered anymore.
Sidenote: you talk about layers, but it looks like the layers at the UI are in the wrong order. If I understand right, the diffuse color should be placed between reflection on the top and refraction at the lower end.
Thank you!!! I’ve been waiting for this moment so long…
Could you please restore the vrmat thumbnails like in v.3? So we can also use the Rhino libraries panel to Drag materials.
Thanks
Another request, since i’m using vray 2 on Rhino 5 and vray NEXT on Rhino 6, is it possible that the installer does not broke the v2 installation?
At the moment the C:\Program Files\Rhinoceros 5 (64-bit)\Plug-ins\VRayForRhino folder is removed, and i need to manually restore it with every NEXT update…
Thanks
Vrmats files should properly display their thumbnails in the Rhino Library panel. Please let me know if the display issue is limited solely to the Rhino library panel.
We do not recommend having multiple V-Ray for Rhino versions on the same machine to avoid compromising our product’s stability. Each time a V-Ray installation is initiated, the uninstaller of any previously installed legacy version (such as v2.0) is brought up.
The recommended driver version can be found in the progress log in case your current drivers are outdated.
See https://docs.chaosgroup.com/display/…wareandDrivers for more info.
Recommended drivers (for the latest V-Ray core version) are also regularly updated at V-Ray GPU | GPU rendering by Chaos (check the banner positioned at the top of the page)
Please look for a solution. For example I have hundred of projects based on VfR2 and if a client come back after months and need a little change, than I can’t start to readjust the project for VfR4 and find workarounds for skipped features. I use VfR2 at Rhino5 and VfR4 at Rhino6. There is no problem, only that the VfR4 install delete the VfR2 plugin. So, the problem is extra implemented. Doesn’t sounds good and could be easy solved. Please don’t touch an exist VfR2 install, it’s still a nice too and needed.