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Chaos Group V-Ray Next, Update 3 (build 4.30.00) for Autodesk 3ds Max

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Chaos Group V-Ray Next, Update 3 (build 4.30.00) for Autodesk 3ds Max

Chaos Group V-Ray Next, Update 3 (build 4.30.00) for Autodesk 3ds Max | 2.7 Gb

The Chaos Group team is pleased to announce the availability of V-Ray Next, Update 3 (Build 4.30.00) for Autodesk 3ds Max, the next update to the 3ds Max edition of the production renderer, adding support for hardware-accelerated ray tracing on Nvidia RTX graphics cards.

Support for RTX acceleration will now be rolled out across the other editions of the renderer, beginning with V-Ray Next for Maya.

RTX acceleration brings a speed boost to new V-Ray Next updates

Starting with our November updates, V-Ray Next GPU can now use the dedicated ray-tracing hardware within NVIDIA’s RTX class of GPUs to speed up production rendering. It’s something we’ve been working on since RTX was introduced over a year ago, and we’re happy to report that all V-Ray GPU features are seamlessly supported in both IPR and production modes — and multi-GPU scaling continues to be extremely efficient.

As a reminder, V-Ray GPU has been rendering on NVIDIA RTX cards since they first shipped. And that was already quite fast. But now we’re providing even more acceleration from the same GPUs by using the RT Cores on those chips dedicated to ray-tracing calculations. So, now when we say “RTX support,” we mean we’re tapping into the extra ray-tracing hardware acceleration that comes with RTX class GPUs.

RTX support in V-Ray Next for 3ds Max

Now in 3ds Max, you’ll find a new V-Ray GPU drop-down to select either traditional CUDA engine or our new RTX engine which takes advantage of RT Cores in RTX GPUs. Your image results will be the same between the two without modifying any other setting or adjusting your scene — it should simply work. Going back and forth between the two engines will only modify what processors are being used, so there’s minimal effort to compare the two to see which works best for your scene.

Mileage varies

Now, we said “your scene” because the benefit from RTX will vary depending upon how your scene is constructed and how “heavy” its shaders are. This benefit is actually difficult to predict because accessing the RT Cores uses an NVIDIA API layer that sometimes replaces the way V-Ray otherwise processes your scene. As a result, your specific performance gain on RTX cards is a combination of the dedicated ray-tracing hardware and the API required to access it.

You can’t drive RTX without the right driver

Using the correct graphics driver has always been important, but it’s now essential because the API we use for RTX acceleration comes as part of NVIDIA’s driver. As of today, you must use driver version 441.28 in order to use the new RTX engine in V-Ray GPU. Going forward, please keep an eye on your V-Ray message window for alerts of there being a newer preferred driver to use. You can also always see our latest recommended driver at the top of our V-Ray GPU page.

Just the beginning

This is just the start of our initial implementation of RTX support. We’ve been working closely with the NVIDIA team, and their API has been evolving to meet our needs. Together, we’ve just recently reached a place where we can safely support all V-Ray GPU rendering features so you don’t have to worry about anything in your scenes not being accelerated. While most of the hard work is behind us, we also know that as their API continues to improve, our RTX support will continue to benefit. At the same time, we’ve been learning how to best use their API and will be advancing V-Ray GPU as well. V-Ray GPU is now positioned to take advantage of any new ray-tracing hardware innovations NVIDIA introduces in the future.

There’s just one caveat

There is only one feature you will give up today when choosing RTX, which is the use of your system’s CPU(s) along with your GPU(s). This is just a temporary situation because we will be adding CPU processing (a.k.a. “hybrid” mode) to our RTX engine in the future. We simply don’t want you to wait any longer to start experiencing the benefit of RTX support. And this is the last reason for why we’re terming this our initial support. There is much more to come.

Conclusion

With an average speedup of 40%, we think our RTX support is off to a great start, as it’s already better than what you typically get with a new GPU generation. We’ll be looking closely at the scenes yielding the biggest performance gains — ones with 2x and 3x speedups — to see how we might achieve improvements more broadly. Also, our continued work on real-time ray tracing with Project Lavina is giving us ideas on how to optimize both renderers to get the most from RTX hardware.

New features:
- V-Ray: Add a renderer parameter "options_useColorSpaceForBitmaps" that tells all VRayHDRI maps to determine the color space from the file name;
- V-Ray GPU: Add support for RT cores of NVIDIA RTX cards;
- V-Ray GPU: Add support for disabled "Memory frame buffer";
- V-Ray GPU: Support for Deep EXR output;
- V-Ray Cloud: Add the Chaos Cloud client app installer to the V-Ray for 3ds Max installer;
- VRayHDRI: Add a sharp isotropic texture filtering method;
- VRayHDRI: Allow UVW coordinates to be controlled through another map;
- VRayHDRI: Add a "Filter mult" parameter to control the blur separately when mapping coordinates are taken from another texture;
- VRayOSL: Add the ability for normal texture maps to be a part of a shading graph in OSL for 3ds Max;
- VRayVolumeGrid: Added support for Volumetric and Mesh mode rendering of the new TexUVW Phoenix FD channel;
- vrscene exporter: Export material IDs of materials used in VRayBlendMtl;
Modified features:
- VRayLight: Improved sampling of directional lights;
- V-Ray: Adaptive dome VRayLight support for Light Cache from file;
- V-Ray IPR: Add GI contribution to the Isolate Selected objects in Debug Shading;
- V-Ray: Add "Animation" and "Still" presets for the Light cache;
- V-Ray: Change the default values of the Progressive image sampler: Render time - 0; Noise threshold - 0.01;
- V-Ray: Multi-threaded execution of OpenEXR compression and decompression to improve performance;
- V-Ray: Update Embree to v3.2.0;
- V-Ray: Update OpenEXR to v2.3.0;
- V-Ray: Render Raytrace material as black to mitigate problems with it;
- V-Ray GPU: Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes;
- V-Ray GPU: Implement debug shading for selected sub-materials;
- V-Ray GPU: Improved user-defined shaders (GLSL, MDL etc.) compilation;
- V-Ray GPU: Optimize mesh transfers to multiple devices;
- V-Ray Cloud/V-Ray Standalone: Optimize rendering of Multi/Sub-Object material;
- VRayALSurfaceMtl: Implement bump shadowing;
- VRayALSurfaceMtl: SSS is not computed for materials seen through glossy refraction;
- VRayStochasticFlakesMtl: Stochastic flakes are not visible through glossy refraction;
- VRayCompTex: Add "Mix amount" option to control texmap mix ratios;
- VRayDiffuseFilter/VRayReflectionFilter/VRayRefractionFilter: Remove the "color mapping" option;
- VRayExtraTex: Add an option to disable lossy DWAA/DWAB compression for a render element;
- VRayMtl: Rearrange the texmap slots;
- VRayOSL: Add tooltips on texmap buttons, spinners and combo boxes for shader tweaks;
- VRayOSL: Show shader description and help URL button if either is present;
- VRayProxy: Improve errors logging;
- VRaySamplerInfo: The render element should always be saved with lossless compression;
- VRayVolumeGrid: Speed up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them;
- VRayVolumeGrid: Equalize UVW coordinates of Phoenix Isosurfaces with those of the corresponding Meshes;
- VFB: Add "Save in image" option to OCIO color corrections, to save the corrected image;
- VFB: Add sliders for Lens effects' "Intensity" and "Threshold" parameters;
- VFB: Enable setting of the render region via MAXScript outside the default resolution before rendering;
- VFB: Read the saved window position only for the initial render and use the last valid position afterwards;
- VFB: UI improvements for the VFB Lens Effects panel;
- V-Ray scene converter: Convert Raytrace maps to VRayColor;
Bug fixes:
- V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
- V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
- V-Ray: Artifacts with Adaptive dome and VRayToon;
- V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
- V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
- V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
- V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
- V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
- V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
- V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
- V-Ray: Physical Material with black reflections has dark outlines;
- V-Ray: The UI menus are active during rendering in 3ds Max 2020;
- V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
- V-Ray: Using camera clipping planes makes the dome light invisible;
- V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
- V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
- VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
- VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
- V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
- V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
- V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
- V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
- V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
- V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
- V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
- V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
- V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
- V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
- V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
- V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
- V-Ray GPU: Crash with hidden faces on subdivided geometry;
- V-Ray GPU: Crash during render with volumetrics;
- V-Ray GPU: Crash on stop during Light cache phase;
- V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
- V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
- V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
- V-Ray GPU: Gaussian image filter doesn't match the CPU one;
- V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
- V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
- V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
- V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
- V-Ray GPU: Nested refractive volumes are rendered wrong;
- V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
- V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
- V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
- V-Ray GPU: Random crash with tiled bitmaps;
- V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
- V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
- V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
- V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
- V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
- VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
- VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
- VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
- VRayDisplacementMod: Memory leak with 2D displacement;
- VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
- VRayGLSL: Function vr_textureSize returns (0,0) always;
- VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
- VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
- VRayHairNextMtl: Diffuse component should go in it's respective render elements;
- VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
- VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
- VRayOCIO: Error in V-Ray messages when creating new instance;
- VRayOCIO: No scroll bar in the map color space selector;
- VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
- VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
- VRayOSL: Bucket artifacts with user attributes;
- VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
- VRayOSL: Crash when detach and reattach a sub-texmaps;
- VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
- VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
- VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
- VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
- VRayOSL: Wrong channel index read from the UV attribute;
- VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
- VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
- VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
- VRayScannedMtl: Crash when loading a scene while the compact material editor open;
- VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
- VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
- VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
- VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
- VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
- VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
- VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
- VFB: Certain integer render elements are not displayed when loading EXR files;
- VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
- VFB: History details comment is drawn over the previous one if changed via MAXScript;
- VFB: The scrollbar in the Color Corrections window hides some of the text;
- VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
- V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
- .vrscene exporter: Animated FOV on standard cameras is not exported correctly;
- .vrscene exporter: Crash when exporting Forest Pro multiple instances with the same Surface with Boundary checking set to Edge;
- .vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
- .vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
- .vrscene exporter: Negative displacement through textures is not exported properly;
- .vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
- .vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
- .vrscene exporter: Some VRayMDL asset paths are not exported;
- .vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
- .vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
- .vrscene exporter: VFB Color Corrections are exported even when disabled;
- .vrscene exporter: Wrong UVWs in scenes with OSL;
- Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;

A major overhaul of V-Ray’s two-decades-old code base, V-Ray Next promises a boost in overall rendering performance of “up to 25 percent”, according to Chaos Group CTO Vlado Koylazov.

The speed gains are augmented by two of V-Ray Next’s key changes: new ‘Scene Intelligence’ features designed to simplify the set-up of complex scenes, and V-Ray GPU, its new GPU rendering architecture.

Other key features include Nvidia’s AI-based OptiX render denoiser, a new physiologically plausible hair shader, a new V-Ray Switch material for look dev work, and a scene lighting analysis system.

Pipeline improvements include support for layered Alembic files, and the V-Ray Plugin material and texture, which enable users to load any material or texture from the standalone edition of the renderer.


Chaos Group is a worldwide leader in computer graphics technology, helping artists and designers create photoreal imagery and animation for design, television, and feature films. Chaos Group specializes in physically-based rendering and simulation software used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Today, the company's research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design. Founded in 1997, Chaos Group is privately owned with offices in Sofia, Los Angeles, Baltimore, Seoul, and Tokyo.

Product: Chaos Group V-Ray
Version: Next Update 3 (Build 4.30.00)
Supported Architectures: x64
Website Home Page : www.chaosgroup.com
Language: english
System Requirements: PC *
Supported Operating Systems: *
Software Prerequisites: *
Size: 2.7 Gb

The requirements listed here are for the latest version of V-Ray in 3ds Max. Please make sure that your system meets the requirements listed below before installing V-Ray.

Processor 1st Gen Intel Core or compatible processor with SSE4.2 support (x64)
RAM 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
Operating system Microsoft Windows 7 (SP1), Windows 8.1, or Windows 10 Professional operating system
Autodesk 3ds Max 3ds Max 2013, 2014, 2015, 2016, 2017, 2018, 2019 and 2020 (64-bit)
USB port Required for hardware lock, preferably USB 2.0
TCP/IP Only IPv4 is supported. IPv6 is currently not supported.
License Server 4.5.1 or later
GPU Support Maxwell-, Pascal-, Volta- and Turing-based NVIDIA card(s) with latest video driver or at least version 411.31

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Chaos Group V-Ray Next, Update 3 (build 4.30.00) for Autodesk 3ds Max