O ano está quase no fim, mas ainda guarda algumas surpresas agradáveis: a Chaos Group lançou finalmente a versão 3.3 do V-Ray para 3ds max!

Segue o comunicado da empresa:

O novo V-Ray 3.3 para 3ds Max também introduz novo adaptive sampler à base de variância – um novo algoritmo que torna mais rápida a instalação e remove a necessidade de criar subdivisões para as luzes e materiais.

Isso torna o V-Ray muito mais fácil para os usuários obterem renderizações de alta qualidade.

Novos Recursos

• Ray Traced para cantos arredondados – para bordas perfeitamente lisas na hora de renderizar

• Novo modelo de céu e perspectiva aérea – para ambientes com aparência natural e realista sem UV

• Melhoria da V-Ray Clipper com renderização em tempo Booleans – para cortes usando qualquer malha arbitrária

• Flakes estocásticos – para materiais mais realistas como tintas neve, areia, e pintura automotiva

Muitos recursos foram atualizados, como uma melhor iluminação global e renderização GPU com V-Ray RT. Mais informações estão disponíveis em www.v-ray.com. Os clientes podem baixar essa atualização livre a partir de sua conta no chaosgroup.com.

-A Equipe Chaos Group

* A atualização está disponível gratuitamente para todos os usuários de V-Ray 3.0 para 3ds Max.

Em breve o V-Ray Masters trará pra você um review completo das novas funcionalidades e melhorias. Aguarde!


Colocamos abaixo a lista completa de features e bug fixes do SP3.

New features:
(*) V-Ray: General speed improvements;
(*) V-Ray: New adaptive sampling algorithm for better detection and clean-up of noise in the image;
(*) V-Ray: Added option for automatic subdivs calculations for materials and lights;
(*) V-Ray: Better GI distribution (more robust handling of reflective GI caustics) for interior scenes;
(*) V-Ray: Experimental support for machines with more than 64 logical cores (enabled through VRAY_USE_THREAD_AFFINITY=1 environment variable);
(*) V-Ray: Better sub-pixel filtering for the progressive sampler;
(*) V-Ray: Dynamic noise threshold for the progressive sampler for more even noise distribuion;
(*) V-Ray: Internal spectral color space switched from CIE RGB to sRGB;
(*) V-Ray: Added “Generate render elements” option to the V-Ray object properties;
(*) V-Ray: Added vrayGetStampVariable() MaxScript function to return the value of any VFB stamp variable;
(*) VRayAerialPerspective: New aerial perspective atmospheric effect;
(*) VRayTriplanarTex: A new texture that implements blended box mapping (many thanks to Neil Blevins!);
(*) VRayStochasticFlakesMtl: New stochastic flakes material for car-paint like materials;
(*) VRaySun/VRaySky: New sky model (Hosek et al);
(*) VRaySun/VRaySky: Added ground color parameter;
(*) VRayClipper: Ability to clip against arbitrary meshes;
(*) VRayEdgesTex: Implemented raytraced rounded corners when used as bump map;
(*) VFB: Ability to compare the V-Ray settings recorded with the VFB history images;
(*) VFB: Ability to export the color corrections settings as single LUT (.cube) file;
(*) VFB: Ability to load color corrections from VFB history;
(*) VFB: Ability to remember the window position since the last 3ds Max session;
(*) VRayProxy: Specify the proxy preview faces as percentage of the original faces, min and max values;
(*) VRayFur: Implemented options for hair curling;
(*) VRayInstancer/VRayMetaball: Added ability to pick individual PFlow events;
(*) VRayNormalMap: Added an “Additional bump map” slot;
(*) VRayVolumeGrid: Added support for importing VDB caches from FumeFX 4;
(*) VRayVolumeGrid: Added options for probabilistic volume sampling in the VRayVolumeGrid atmospheric effect;
(*) V-Ray and VRayMtl: Updated default settings;
(*) VRayGLSLMtl/VRayGLSLTex: GLSL shaders are now compiled to binary code through LLVM for increased render speed;
(*) V-Ray RT: In-process RT engine (no separate command-line opens up);
(*) V-Ray RT GPU: Support for lights include/exclude;
(*) V-Ray RT GPU: Better support for AMD hardware;
(*) V-Ray RT GPU: Initial support for GLSL texture shaders;
(*) V-Ray RT GPU: Support for hair and particles from VRayProxy objects;
(*) V-Ray RT GPU: Added initial support for VRayMultiSubTex;
(*) V-Ray RT GPU: Added support for 3ds Max procedural textures in environment slot;
(*) V-Ray RT GPU: Added support for VRayFur;
(*) V-Ray RT GPU: Added support for MultiTexture;
(*) V-Ray RT GPU: Added support for mapped IOR of VRayMtl;
(*) V-Ray RT GPU: Added support for the physical camera bitmap aperture;
(*) V-Ray RT GPU: Added support for the “cast shadows” option of the V-Ray lights;
(*) V-Ray RT GPU: Added support for VRayPlane;
(*) V-Ray RT GPU: Added support for VRayUserColor and VRayUserScalar;
(*) V-Ray RT GPU: Support for texture-mapped “radius” parameter in VRayDirt;
(*) V-Ray RT GPU: Initial support for rounded corners on the GPU;
(*) V-Ray RT GPU: Initial support for the MultiTexture plugin from CGSource;
(*) V-Ray RT GPU OpenCL: Support for VRayDirt;

Modified features:
(*) V-Ray: Automatically disable the bitmap pager;
(*) V-Ray: Distributed calculations of the light cache with distributed rendering;
(*) V-Ray: Further speed improvements for proxies and instances (beyond what we had in V-Ray 3.20.03);
(*) V-Ray: Improved CPU utilization for the progressive sampler when using noise threshold;
(*) V-Ray: Speed improvements when rendering displacement/subdivision surfaces;
(*) V-Ray: Added progressive sampling buffer memory usage info to the V-Ray rendering messages log;
(*) V-Ray: Optimized Mitchell-Netravali filter performance on Intel Xeon CPUs;
(*) V-Ray: Added warnings about compatibility issues with Blend, Shellac and Composite materials;
(*) V-Ray: Include the name of the material causing “invalid bump normal” warnings itself;
(*) V-Ray: Removed the V-Ray PowerShader banner from all it’s appearances;
(*) V-Ray: Improve light cache quality for small render regions;
(*) V-Ray: The “Adaptive tracing” option for the light cache is removed as it didn’t work reliably;
(*) VFB: Faster activation of the mouse tracking with the progressive sampler and V-Ray RT;
(*) VFB: Added tooltip with the image comment to the images in the VFB history;
(*) VFB: Adding/removing render elements will not delete the contents of the frame buffer;
(*) VRayLight: Adjust default settings of dome lights – they are spherical and do not affect alpha channel by default;
(*) VRayLight: Take into account scene exposure when calculating the number of samples;
(*) VRayLight: Use a resolution of at least 2048 for dome lights, even if less is specified in the UI;
(*) VRayVolumeGrid: Improved “Optimizing Atmospherics” phase;
(*) VRayVolumeGrid: Added automatic preview detail reduction;
(*) VRayVolumeGrid: Allowed the render diagrams/gradients to be resized by MaxScript;
(*) VRayHDRI: Added tiling support and Real World Mapping in the Material Editor and viewport previews;
(*) VRayHDRI: Tiled textures caching optimizations;
(*) VRayHDRI: General speed improvements;
(*) VRayHDRI: Support for UDIM tiles greater than 1999;
(*) VRayEnvironmentFog: Enabled adding of multiple lights in the Environment Fog field through “Select by name” dialog;
(*) VRayEnvironmentFog: “per gizmo fadeout enable” option is disabled by default;
(*) VRayEnvironmentFog: Renamed the per-gizmo “fadeout” parameter to “falloff”;
(*) VRayDirt: For newly created VRayDirt textures, the subdivs (and samples quality) is no longer influenced by antialiasing settings;
(*) VRayBlendMtl: Added toggle controls for the coat materials;
(*) VRayGLSLMtl/VRayGLSLTex: Added support for Hair, Cook-Torrance and GGX BRDFs;
(*) VRayOSLMtl/VRayOSLTex: Added user tags support for textures connected to a GLSL/OSL texture or material;
(*) VRayOSLTex: Fixed incorrect results when the “Mirror” and “Tile” options are switched off;
(*) VRayMtl: Moved the “Use interpolation” options for reflections/refractions to the relevant rollout;
(*) VRaySamplerInfo render element: Added modes to extract a specific node user attribute as an integer or floating-point render element;
(*) V-Ray scene converter: Added support for the Output rollout and crop/placement values;
(*) V-Ray vrmat converter: Added support for VRayHDRI and VRayNormalMap;
(*) V-Ray: Enabled assigning of existing trace sets to object nodes through the vrayAddTraceSets MaxScript function;
(*) V-Ray RT: .vrscene exporter support for VrayScannedMtl;
(*) V-Ray RT: Added “Show log” button in the System rollout when set as production renderer;
(*) V-Ray RT: Avoid burning the RT statistics into the final saved images;
(*) V-Ray RT: V-Ray plugins can be loaded from multiple paths set in the VRAY30_RT_FOR_3DSMAXNNNN_PLUGINS environment variable;
(*) V-Ray RT: Moved the “Ignore in RT Engine” option from Object Properties to V-Ray Properties;
(*) V-Ray RT GPU: Improved light cache with support for motion blurred hairs;
(*) V-Ray RT GPU: Optimized the “Compiling geometry…” phase on scenes with many nodes;
(*) V-Ray RT GPU: Print warning for unsupported textures;
(*) V-Ray RT GPU: Increased the GI bounces when retracing the light cache;
(*) V-Ray RT GPU CUDA: Prevent kernel recompilations during ActiveShade;
(*) Installer: Auto-run the license server if it was running prior the installation;
(*) V-Ray scene converter: Added support for Corona 1.2.1;
(*) vrayspawner.exe accepts “-numthreads” option to limit the number of threads for the DR node when not using NUMA options;
(*) ply2vrmesh: Instancing is enabled by default when converting Alembic files;

Bug fixes:
(*) V-Ray: “Transfer missing assets” option wasn’t working trough Backburner;
(*) V-Ray: Automatically turn off image filtering with Cube 6×1 cameras because it is causing “Invalid geometric normal (-0 -0 -0)” errors;
(*) V-Ray: GI “Leak prevention” parameter name was disappearing when loading settings from VFB history file;
(*) V-Ray: Light Cache was crashing at Merging Passes stage with Motion Blur and particle systems;
(*) V-Ray: Fixed wrong results with sharpening image filters when rendering with progressive image sampler and V-Ray RT;
(*) V-Ray: “Maps” option in Global Switches doesn’t disable the textured lights properly;
(*) V-Ray: Per-pixel statistics were wrong with region render;
(*) V-Ray: Render mask in texture mode was loading only the top level bitmap if there were sub-textures;
(*) V-Ray: Rendering was freezing with static subdivision and tiled textures when the displacement map is missing;
(*) V-Ray: Rollouts in the Render Settings window were disappearing when loading V-Ray presets;
(*) V-Ray: The “?” button for the Adaptive image sampler was opening broken URL;
(*) V-Ray: Fixed crash with Free Directional Lights;
(*) V-Ray: Fixed wrong result in the VRayShadows render element;
(*) V-Ray: Added missing V-Ray items in the 3ds Max menus;
(*) V-Ray: Fixed crash when rendering Particle Flow system with VRayLightMtl with Falloff map;
(*) V-Ray: Wrong samples distribution with VFB mouse tracking and progressive sampling and V-Ray RT;
(*) V-Ray: Fixed crashes when cancelling render while tessellating subdivided/displaced objects with “static geometry” enabled
(*) V-Ray: Fixed crashes with dynamic meshes that have no faces but have more than one vertices;
(*) V-Ray: Fixed wrong URL of the Global DMC settings “?” button;
(*) V-Ray: The V-Ray option to show the render messages window on warning/error was still taken into account in 3ds Max 2016;
(*) V-Ray: Work around an issue with notification system in 3ds Max 2012, causing old scenes loading to crash;
(*) VFB: Fixed random crash when displaying RT stamp variables;
(*) VFB: Prevent auto-save an image in the history if the VFB has just been cleared;
(*) VFB: Adding points to the curve color correction was resetting the right tangent of the last point;
(*) VFB: Channels were mismatched in compare A/B mode when channels were different in both of the images;
(*) VFB: Fixed %frame variable in the frame stamp doesn’t work;
(*) VFB: Fixed color correction rollouts scroll position after hiding rollouts;
(*) VFB: White balance color correction was causing hanging after rendering;
(*) VRayHDRI: Fixed crash with exr files using custom data window;
(*) VRayHDRI: Elliptical filtering was crashing when assigned as environment map;
(*) VRayEnvironmentFog: Fixed fog density texmap offset;
(*) VRayEnvironmentFog: Fixed result affected by inactive instances;
(*) VRayEnvironmentFog: Was not irradiated by VRaySun in V-Ray RT;
(*) VRayEnvironmentFog: Wrong deep output was generated when using with multiple/overlapping gizmos;
(*) VRayEnvironmentFog, VRaySphereFade, VRayToon: Enabled copying through MaxScript;
(*) VRayFastSSS2: Fixed differences in rendering since Beta 1;
(*) VRayFastSSS2/VRaySkinMtl: Lights include/exclude list was ignored when motion blur was enabled;
(*) VRayFastSSS2/VRaySkinMtl: Fixed visible edges in raytraced mode when intersecting with other invisible geometry;
(*) VRayFur: Material sub-texmaps were not rendered in V-Ray RT;
(*) VRayFur: “Placement” option was not reflected in the viewport preview;
(*) VRayFur: Source object’s scaling was not taken into account;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash when compile error messages exceed 512 symbols;
(*) VRayMetaball: Wrong motion blur on PFlow events that reduce the particle count;
(*) VRayVolumeGrid: Fixed crash when adding point to the diagram and gradient controls;
(*) VRayVolumeGrid: Fixed black pixels occurring when rendering Phoenix FD with “Affect background” off and “Color Clamp” on;
(*) VRayVolumeGrid: Deleting and then undoing breaks all rendering and simulation functionality;
(*) VRayVolumeGrid: Fire in “own opacity” mode was rendering very dim in reflections with glossiness < 1;
(*) VRayVolumeGrid: Workaround F3D files from FumeFX using boundless simulation or wavelet are not scaled correctly;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash when encountering duplicate structures with different layouts;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash when re-loading shaders with syntax errors;
(*) VRayGLSLMtl/VRayGLSLTex: Fixed crash when VRayHDRI texmap is attached as input;
(*) VRayColor2Bump: Was not returning correct number of sub-textures;
(*) VRayDisplacementMod: The “max subdivs” parameter was not disabled for modes other than subdivision surfaces;
(*) VRayDistanceTex: Fixed “inside color” leaking out with particular geometry;
(*) VRayLight: Environment was wrongly contributing to irradiance maps when there was a dome light with “affect alpha” disabled;
(*) VRayHairFarmMod and VRayOrnatrixMod: Fixed crash when rendering with VRaySamplerInfo render element;
(*) VRayHairMtl: Fixed reflections when the material has glossy reflections and GI is off;
(*) VRayHairMtl: Fixed missing direct light from VRayAmbientLight;
(*) VRayMtl: Anisotropy and Rotation texmap shortcut buttons did not have context menus;
(*) VRayNormalMap: Fixed crash when the map channel is set to 100;
(*) VRayPhysicalCamera: Rendering with bitmap aperture was producing black images;
(*) VRayStereoscopic: Camera exposure from the VRayPhysicalCamera was applied twice to render elements when rendering with shademaps;
(*) VRayStereoscopic: Disable the DOF effect while rendering shade maps;
(*) VRaySky: The wrong VRaySun lights was chosen in case there were multiple hidden but one;
(*) VRaySun: Exposure in viewport was too dark in the in 3ds Max 2016;
(*) V-Ray Light Lister: Handling lights with incorrect intensity;
(*) V-Ray Bitmap to V-RayHDRI converter: Fixed error if there are Bitmap textures with no file names;
(*) V-Ray RT: Fixed crash when there are changes to one of several VRayInstancer objects with the same source object during ActiveShade;
(*) V-Ray RT: Fixed crash when opening Render Setup during ActiveShade session after changes to the scene;
(*) V-Ray RT: Fixed VRayDistanceTex “inside color” leaking out with particular geometry;
(*) V-Ray RT: “Receive shadows” option from the Object Properties was not working;
(*) V-Ray RT: The default lights were not enabled after all lights were deleted in ActiveShade since Beta 1;
(*) V-Ray RT: Multi/Sub-Object assigned to VRayBlendMtl was not rendering;
(*) V-Ray RT: “Blur” parameter of VRayHDRI map was not correctly exported;
(*) V-Ray RT: Fixed crash on render end with VRayMtlWrapper;
(*) V-Ray RT: Fixed crash with dynamic noise threshold when rendering as production renderer through Backburner;
(*) V-Ray RT: VRaySky randomly stopped illuminating the scene when the sun was disabled;
(*) V-Ray RT: Fixed unhandled exception when rendering motion blurred particles with longer duration and more than two geometry samples;
(*) V-Ray RT: 3ds Max Photometric lights’ filter color was not exported to .vrscene files;
(*) V-Ray RT: Camera animation was not properly exported to .vrscene files;
(*) V-Ray RT: Could not lock render view if Phoenix FD GPU preview is in one of the viewports;
(*) V-Ray RT: Fixed crash when creating spherical light during ActiveShade;
(*) V-Ray RT: Fixed 3ds Max crash when inserting VFB stamp variables after rendering as production renderer;
(*) V-Ray RT: Fixed crash when re-connecting Multi/Sub-Object material to VRayBlendMtl during ActiveShade;
(*) V-Ray RT: Fixed different results with VRayIES lights compared to the production renderer;
(*) V-Ray RT: Fixed error when rendering Normal Bump map with texture in Additional bump map and no Normal map set;
(*) V-Ray RT: Fixed export of textures redundantly wrapped in TexOutput plugin;
(*) V-Ray RT: Fixed random error “stage 2” after tweaking exposure settings due to uninitialized resources;
(*) V-Ray RT: Fixed silent crash when closing 3ds Max after rendering;
(*) V-Ray RT: Fixed VRayBlendMtl exporting of redundant BRDFLayered plugins for the sub-materials;
(*) V-Ray RT: Fixed wrong scaled camera rendering;
(*) V-Ray RT: Gradient Ramp texture had Surface Normal not properly calculated for backfacing polygons;
(*) V-Ray RT: MaxScript/Quad menu export to .vrscene was always creating animation keyframes;
(*) V-Ray RT: Meshes with subdivision should be exported as GeomStaticSmoothedMesh;
(*) V-Ray RT: Prevent hidden geometry export;
(*) V-Ray RT: Subtract function in VRayCompTex was producing incorrect results;
(*) V-Ray RT: The parameters for probabilistic lights were not exported to .vrscene files;
(*) V-Ray RT: The RGB Offset, Level and Output Amount from the Output texture and rollout were not applied correctly;
(*) V-Ray RT: VRayDistanceTex was not exported;
(*) V-Ray RT: VRayFur placement by material ID was offset by 1;
(*) V-Ray RT: VRayGLSLTex and VRayOSLTex were not shown as compatible textures in the material editor;
(*) V-Ray RT: VRaySun exclude list was not applied;
(*) V-Ray RT GPU: Fixed crash when creating standard geometry during ActiveShade and there is VRayProxy with Alembic particles present;
(*) V-Ray RT GPU: Fixed crash with missing tiles of UDIM bitmap textures;
(*) V-Ray RT GPU: Fixed differences in reflections of highlights compared to the production renderer;
(*) V-Ray RT GPU: Fixed flipped normals on objects with negative scaling and subdivision since Beta 2;
(*) V-Ray RT GPU: Fixed crash when rendering through Backurner;
(*) V-Ray RT GPU: Fixed incorrect orientation of VRayHDRI in environment slots;

….. (post too long; for a full list see the changelog in the installation)

Best regards,


Escrito por Rick Eloy

Arquiteto, marketeiro, profissional 3D e professor.

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