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  • V-Ray 3.50 official available for download

    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 This is the first official build after a Beta phase (the previous releases announcements can be found here http://forums.chaosgroup.com/showthr...e-for-download and http://forums.chaosgroup.com/showthr...e-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...
    Alexander Kazandzhiev
    V-Ray for 3ds Max developer

  • #2
    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
    Alexander Kazandzhiev
    V-Ray for 3ds Max developer

    Comment


    • #3
      Congratulations on an awesome release!

      Comment


      • #4
        Fantastic stuff - no max 2012 build?
        Brendan Coyle | www.brendancoyle.com

        Comment


        • #5
          Originally posted by cheerioboy View Post
          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
          I only act like I know everything, Rogers.

          Comment


          • #6
            Originally posted by vlado View Post
            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.
            Brendan Coyle | www.brendancoyle.com

            Comment


            • #7
              Amazing ! thanks for the Chaos Group team for this new amazing release !

              BRAVO !
              Nicolas Caplat
              www.intangibles.fr

              Comment


              • #8
                (*) 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!
                CGI Artist @ Staud Studios

                Comment


                • #9
                  Originally posted by cheerioboy View Post
                  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.

                  Comment


                  • #10
                    Zdepth pass using camera clipping isn't working when the clipping planes are off in the camera.

                    Comment


                    • #11
                      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.

                      Comment


                      • #12
                        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 ?
                        Gil Guminski
                        cynaptek.com

                        Comment


                        • #13
                          It is not in 3.5 as far as I can tell.

                          Comment


                          • #14
                            Originally posted by spyzor View Post
                            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
                            I only act like I know everything, Rogers.

                            Comment


                            • #15
                              Originally posted by vlado View Post
                              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.
                              Gil Guminski
                              cynaptek.com

                              Comment

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