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v6 Chaos V-Ray for 3ds Max – Perpetual

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Chaos V-Ray for 3ds Max – Perpetual
 

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Download demos and trial versions, product documentation, free presets and more.

Chaos Free Trials

You may download a free Demo after logging in.

Go beyond rendering

Chaos V-Ray for 3ds Max is the world’s most complete 3D rendering software for high-end visualization and production.

V-Ray for 3ds Max is a production-proven rendering software. Known for its versatility and ability to handle any type of project — from massive, dynamic scenes having thousands of lights to a sublime still life – it is the go-to solution for artists and designers across 3D industries.

NOTE: New Perpetual Licenses are no longer available.  However, upgrades to version 6 are still available for V-Ray for 3ds Max (v3, Next or 5) license holders.

For new licenses, you will need to subscribe to the new single V-Ray annual license.

 

Free 30 Day Trial

Try V-Ray, Phoenix, Vantage, Cosmos, Player, and Scans for free with a 30 Day trial. Tech support included.

Try all Chaos Software for free

 

Award-winning rendering technology for any project.

For truly photorealistic renders, you want a raytracer that’s built for quality, optimized for speed, and ready to scale. V-Ray gives you the power to work with lightning-fast interactive and heavyweight production rendering—all while getting the most from your CPU and GPU hardware.

Built to handle your toughest scenes.

When you’re working with the biggest scene you’ve ever seen, you need a renderer that won’t let you down. Billions of polygons? Thousands of lights? V-Ray can handle it all. Render anything and everything with V-Ray. Adaptive Lights, Proxy Objects, Distributed Rendering— an arsenal of production-proven features when you need them.

Post-process your renders without the need of a separate tool.

V-Ray equips you with a complete set of lighting, shading, and rendering tools—all integrated with 3ds Max. The redesigned V-Ray Frame buffer with light mixing and layered compositing means you only need to use one tool for more than just rendering — no need to go back and forth between different apps.

Create interactive experiences in real-time — in a 100% raytraced environment.

Present your ideas in 100% ray-traced quality without the need of extra optimizations and conversions. Make project changes directly in 3ds Max and validate your designs on the spot.

Learn more about Chaos Vantage

Free up your machine with quick and easy cloud rendering.

Turn your computer into a supercomputer with easy access to cloud rendering directly from V-Ray. Keep working on your designs and render on the cloud.

Learn more about Chaos Cloud

Work seamlessly with other software.

V-Ray is compatible with all the most popular 3ds Max plugins — Substance, Forest Pack, Railclone, Ornatrix, Tyflow, Phoenix FD, and more. V-Ray is also the perfect fit for any pipeline with support for open standards such as Alembic, OSL, OpenColorIO, and now ACEScg.

 

 

Need Render nodes or a Rental of V-Ray Next for 3ds Max?

Additional Render Nodes  Rental Options


What’s new in Chaos V-Ray 6 for 3ds Max

V-Ray 6 for 3ds Max brings in scattering, memory-efficient 3D geometry pattern tiling across objects, procedural clouds, cloud collaboration, and much more.

V-Ray 6 for 3ds Max is packed with powerful new features and improvements to help you create faster and render better than ever before.

New world-building and workflow tools let you quickly populate scenes with millions of 3D objects to create natural-looking landscapes and realistic environments. You can also generate detailed surfaces using repeating patterns of 3D geometry, create beautiful custom skies with procedural clouds, and much more.

Build worlds

Create anything imaginable with new tools, allowing you to quickly and easily build worlds – without limits.

Chaos Scatter

Populate your scenes with millions of objects in just a few clicks. Our new scatter tool allows you to quickly and easily create forests, fields, crowds, and more, without using lots of memory. Download free 3D models and scatter presets from Chaos Cosmos to get started.

V-Ray Enmesh

Tile 3D geometry patterns across objects to create complex surfaces with lots of detail for stunning close-up shots. Enmesh is ideal for creating intricate panels, fences, fabrics, and so much more, and it uses much less memory than displacement or copying by hand.

V-Ray Decal with Displacement

You can now use V-Ray Decal to add displacement to any surface for even more realistic cracked walls, rocks, embossed lettering, and more.

V-Ray Proxy Object Hierarchy

Easily turn an individual object’s visibility on or off or override their material with the new V-Ray Proxy hierarchical view. Set custom order by name, and streamline your geometry exchange and custom library workflows.

Collaborate as you create

Fast-forward your project’s reviews and approvals.

Chaos Cloud Collaboration

Get rapid, consolidated feedback on your work’s progress. Upload your renders to Chaos Cloud Collaboration right from V-Ray’s Frame Buffer, and share your work with clients, team members, and other stakeholders for easy review, markup, and comments at any time.

Streamline your workflow

Get the job done faster and save time to be creative.

Procedural clouds

Craft just the right cloudy sky for your environment in just a few clicks with V-Ray Sun and Sky’s new procedural clouds system. Easily simulate a variety of cloud types and weather conditions, from partly cloudy to overcast. Render realistic stills, or dynamic timelapses.

Finite dome light mode

Elevate your HDRI environment renders with the new, more flexible ground projection capabilities of the V-Ray Dome Light. Set the scale of a dome light, and have full control over blend settings with the new finite mode.

Faster UI draw times

Get a smoother experience when working with shading networks. V-Ray’s materials and textures interface now comes with much faster load times.

Light Mix light selection

Easily access scene lights with the option to select them directly from the Light Mix interface.

Texture batch load

Add variety to your scene even faster than before and create shader variations in no time with the new texture batch load option inside VRayMultiSubTex.

Shading – powered up

Speed up shading and create even more physically accurate materials.

Enhanced V-Ray Material energy preservation

Render metals and rough reflective surfaces even more accurately using the new energy compensation method.

Thin Film layer

Easily create iridescent materials such as soap bubbles, oil spills, and more with the new Thin Film option available in the V-Ray Material.

V-Ray Material Faster SSS

Render translucent materials even faster with a brand-new V-Ray Material subsurface scattering mode. Plus, low-poly translucent objects render more smoothly.

And more!

VFB Panorama Viewer

Now you can preview your spherical panorama renders while rendering, right from your V-Ray Frame Buffer.

Composition Guides Layer in VFB

Fine-tune your scenes’ compositions without a separate application. With customizable overlays, the new composition guides layer in the VFB allows you to easily experiment and enhance your image compositions.

 

 


vray next for 3ds max

Key Features in V-Ray for 3ds Max

Rendering

vray 3ds max hybrid renderingCPU & GPU RENDERING

Powerful CPU and GPU rendering built for the demands of high-end production. V-Ray GPU CUDA renders on CPUs as well as GPUs to take full advantage of all hardware.

 

v-ray 3ds max denoiserDENOISING

Automatically remove noise and reduce render times with V-Ray or NVIDIA AI denoiser.

chaos cloudCHAOS CLOUD

Render scenes directly to the cloud with a push of a button.

v-ray 3dsmax cosmos materialsREADY-TO-RENDER ASSETS

Our integrated asset library, Chaos Cosmos, enables you to search and add render-ready models, materials, and HDRI skies to your scene directly from the V-Ray toolbar. Cosmos assets have automatic level-of-detail, accurate scale, and can be used across 3ds Max, Rhino, and Revit.

v-ray 3ds max resumable renderingRESUMABLE RENDERING

You can stop your render at any point and pick up where you left off.

v-ray 3dsmax debug shadingDEBUG SHADING

Easily isolate textures, materials and geometry to help debug large shading networks in V-Ray IPR and V-Ray GPU IPR.

Native ACEScg support

Select industry-standard ACEScg for rendering with automatic color space adjustment for textures, dispersion, sun & sky, and light temperature colors.

Initial out-of-core

Initial out-of-core implementation to handle your largest scenes.

Intel® Open Image Denoise

Excellent for interactive rendering, Intel® Open Image Denoise cleans up noise fast and runs on any machine.

Progressive caustics

V-Ray’s new progressively calculated caustics achieve real-world reflections and refractions in less time. Easier to set up, without the need for pre-calculated photon maps.


Lighting & Illumination

v-ray 3ds max procedural cloudsProcedural clouds

Craft just the right cloudy sky for your environment in just a few clicks with V-Ray Sun and Sky’s new procedural clouds system. Easily simulate a variety of cloud types and weather conditions, from partly cloudy to overcast. Render realistic stills, or dynamic timelapses.

 

 

 

multiple adaptive lightsMultiple Additive Dome Lights

You can now render multiple dome lights at the same time. Direct support in Light Mix makes it easier than ever to fine-tune the results.

 

v-ray 3ds max finite domeFinite dome light mode

Elevate your HDRI environment renders with the new, more flexible ground projection capabilities of the V-Ray Dome Light. Set the scale of a dome light, and have full control over blend settings with the new finite mode.

 

vray adaptive lightsADAPTIVE LIGHTS

This new algorithm dramatically speeds up rendering in scenes containing many lights.

vray 3ds max lighting analysisLIGHTING ANALYSIS TOOLS

Accurately measure the light levels in your scene using the new lighting analysis tools.

V-RAY INSTANCER LIGHTS DISTRIBUTION

More versatile ways of distributing lights in the scene. Instance your lights based on any kind of particle system.

ATMOSPHERIC LIGHT CONTRIBUTION CONTROL

Improved control to speed up your lighting setup. Easily tweak how much an individual light illuminates the environment fog around it.

GLOBAL ILLUMINATION

Choose from several global illumination options – exact, approximate or a hybrid of both.

ACCURATE LIGHTS

Simulate any type of natural, artificial, or image-based lighting with a wide range of light types.


Camera & Optical Effects

vray 3ds max lens effects LENS EFFECTS

Fast and accurate simulation of real-world camera lens effects like bloom and glare with dust and scratches. Fine-tune lens effects interactively while you render.

 

vray photoreal camerasPOINT & SHOOT CAMERA

Perfect renders are as easy as taking a snapshot with new Automatic Exposure and White Balance settings.

vray 3ds max photoreal cameraPHOTOREALISTIC CAMERAS

Real-world camera controls let you work like a photographer. Render images with detailed depth of field and cinematic motion blur.

vray vr camerasVIRTUAL REALITY

Experience your project in virtual reality. Create content for popular VR headsets with 6×1 cubic and spherical stereo camera types.

 


Materials

vray material overrideAdvanced material override

The new material override option preserves a scene’s original opacity, bump, refraction and self-illumination, giving you even more creative control.

vray autotranslateAuto-translation of Physical Materials

Autodesk’s Physical Materials are auto-translated to V-Ray materials without additional conversions.

vray translucencyNew V-Ray Material translucency

Create true translucent materials with the updated V-Ray Material. Now with built-in volumetric subsurface scattering, it’s easier than ever to render realistic skin, plastic, wax, and more.

vray viewportImproved V-Ray Material in viewport

Representations of V-Ray materials in 3ds Max viewports are now closer to the final render, giving you a better idea of how your results will look.

vray 3ds max physical hairPHYSICAL HAIR MATERIAL

Render more realistic-looking hair with accurate highlights. Use melanin color as a base and Glint and Glitter controls for additional highlights.

vray 3ds max metalnessMETALNESS

The V-Ray Material adds support for PBR shaders with new Metalness reflection controls.

vray materialsPHYSICALLY-BASED MATERIALS

Create any type of physical material. From multilayered car paint to accurate subsurface scattering, you can make any material imaginable.

v-ray 3ds max toon shaderV-RAY TOON SHADER

Quickly add cartoon and cel-shading effects to your 3D projects.

vray vrscansCHAOS SCANS MATERIAL LIBRARY SUPPORT

1000+ scanned materials. Import and render directly in V-Ray.

 

material managerMATERIAL MANAGER

Efficiently browse from a library of over 500 render-ready materials including metals, glass, wood and more.

material presetsMATERIAL PRESETS

Save time creating common materials with presets for aluminum, chrome, glass and more.Presets for most used hair colors have also been added.

material previewsMATERIAL PREVIEWS

New rendered material swatches show you exactly what your materials will look like.

coat layerCOAT LAYER

Add reflective coatings directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using Blend material.

sheen layerSheen layer

Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options in the updated V-Ray Material.

 

 

 

 

v-ray 3ds max thin film layerTHIN FILM LAYER

 

Easily create iridescent materials such as soap bubbles, oil spills, and more with the new Thin Film option available in the V-Ray Material.


Textures

vray texturesMEMORY EFFICIENT TEXTURES

Work with production-ready, multiresolution tiled textures from your favorite applications, like MARI, Mudbox and Zbrush.

vray triplanar mappingTRIPLANAR MAPPING

Quickly apply seamless textures without UVs.

vray rounded cornersROUNDED CORNERS

Generate perfectly smooth edges at render-time with no extra modeling.

 

Texture randomization

Add variety to your scene with the new VRayUVWRandomizer map and enhanced VRayMultiSubTex controls.

Stochastic texture tiling

Automatically remove texture tiling artifacts with the new Stochastic tiling option on the VRayUVWRandomizer.

V-Ray Dirt

Weathered streaks and dirt in crevices are easy with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion.

New Sun and Sky model

Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model.

Blue-noise sampling

Achieve better noise distribution with fewer samples.


Geometry

CHAOS SCATTER

Populate your scenes with millions of objects in just a few clicks. Our new scatter tool allows you to quickly and easily create forests, fields, crowds, and more, without using lots of memory. Download free 3D models and scatter presets from Chaos Cosmos to get started.

v-ray 3ds max enmeshV-RAY ENMESH

Tile 3D geometry patterns across objects to create complex surfaces with lots of detail for stunning close-up shots. Enmesh is ideal for creating intricate panels, fences, fabrics, and so much more, and it uses much less memory than displacement or copying by hand.

 

 

 

vray dynamic geometryPROXY GEOMETRY

Render massive scenes with proxy objects. V-Ray proxies efficiently replace complex scene geometry and load only at render time.

vray clipperCLIPPER W/ RENDER-TIME BOOLEANS

Create complex cutaways and sections using any mesh object.

vray hair and furHAIR & FUR

Render realistic hair efficiently and flicker-free. V-Ray includes procedural fur, optimized hair shaders, and supports 3ds Max Hair&Fur, HairFarm and Ornatrix.

vray specialty geometrySPECIALTY GEOMETRY

Create unique geometry like infinite planes, metaballs, and isosurfaces, particles and object cutaways with render-time booleans.

 

 

 

 

V-RAY DECAL

Project V-Ray Decals onto surfaces at any angle without extra UVW work or disturbing any underlying materials. It’s ideal for quickly adding anything from stickers and labels to cracks, stains, and scratches. Add displacement for even more realistic results.


Atmospheric & Volumetric Effects

vray 3ds max volume renderingVOLUME RENDERING

Render fog, smoke, and atmospheric effects that respond correctly to light. Bring in volume grid caches from Houdini, FumeFX, and Phoenix FD.

vray aerial perspectiveAERIAL PERSPECTIVE

Simulate natural-looking skies with realistic atmospheric depth.


Render Elements

vray render elementsRENDER ELEMENTS

Choose from nearly 40 unique beauty, utility and matte passes to give you more control over your rendered images in compositing.

vray cryptomatteCRYPTOMATTE

Automatically create ID mattes with support for transparency, depth of field, and motion blur.

Light Path Expressions

Use the behavior of light, rather than just geometry, to produce flexible masks for very efficient compositing. Built-in presets make getting started easy, while scripting is there for ultimate control.


Post-processing

light mixLight Mix

Create dozens of lighting scenarios from a single render. Interactively edit the color and intensity of lights, and see the results without rendering again. You can save your light mix settings, send the render elements to compositing, and update the light values in your scene.

layer compositorLayer compositor

Fine-tune and finish your renders in the new Layer Compositor. Combine render elements, set blending modes, and adjust colors without a separate post-processing app.

masks in frame bufferPixel-perfect masks in the V-Ray Frame Buffer

Make pixel-perfect adjustments to your image without re-rendering. You can now use any of V-Ray’s masking render elements—Cryptomatte, MultiMatte, and Object/ Render/ Material IDs—to select and fine-tune parts of your render.

SHARPEN/BLUR LAYER IN V-RAY FRAME BUFFER

 

V-Ray’s extensive post-processing capabilities are bolstered with batch image processing and a new Sharpen/Blur layer for even more artistic control without leaving 3ds Max.

Licensing details

To simplify our V-Ray product line and offer customers more value and flexibility, we will no longer sell V-Ray for specific host applications. Instead, customers only need to purchase a single V-Ray license to access all V-Ray integrations, including 3ds Max, Cinema 4D, Houdini, Maya, Nuke, Revit, Rhino, SketchUp, and Unreal.
V-Ray will also be offered in three plans: Solo, Premium, and Enterprise.

New license sales will be subscription only

Subscriptions are an easy and flexible way for customers to stay current with all updates and new features of V-Ray. Monthly, annual, and three-year subscription options are available for Solo and Premium plan, providing an affordable option to start using V-Ray right away while benefiting from further discounted pricing for longer subscription plans. Enterprise plans do not include a monthly option and are priced for annual and three-year terms.

Toolfarm can only sell Chaos Group products to customers in North America (Canada, USA, Mexico). If you’re outside of North America, please visit Chaos’ website to purchase or find a reseller.

Upgrade to latest version

If you have a V-Ray perpetual license version 3, Next or 5 and you would like to stay on a perpetual license but move to version 6, you can still do so.

Currently, upgrades to version 6 are available for license holders of V-Ray for 3ds Max. Upgrades for other V-Ray integrations will be possible upon their release to the new version.

Processor

  • 1st Gen Intel® Core™* or compatible processor with SSE4.2 support (x64)

RAM

  • Minimum 8 GB RAM, recommended 64 GB RAM

Operating system

  • Microsoft® Windows® 8.1, Windows 10 or Windows 11 operating system

3ds Max

  • 3ds Max® 2016, 2017, 2018, 2019, 2020, 2021, 2022, and 2023 (64-bit)

USB port

  • Required for customers using legacy hardware lock, preferably USB 2.0

TCP/IP

  • Only IPv4 required for distributed rendering is supported. IPv6 is currently not supported.

License Server

  • 5.5.0 or later

GPU Acceleration

  • NVIDIA CUDA with minimum required compute capability 5.2**: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s);
  • NVIDIA RTX with compute capability 5.2**: RTX cards with latest recommended video driver;
  • 2GB VRAM
  • V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;
  • NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing- and Ampere-based NVIDIA card with the latest recommended video driver

CUDA compute capability and card reference

V-Ray 6 for 3ds Max

Full Release Notes

New features


V-Ray

  • Include Chaos Scatter as part of the V-Ray installer;
  • VRayProxy improved functionality with hierarchy and advanced overrides (3ds Max 2019 and up);
  • Implement optimized auto-bump mode for displaced meshes;
  • Deep output option for the Cryptomatte render element;

VRaySun/VRaySky

  • Implement clouds for the V-Ray Sky;

VRayMtl

  • Improved SSS translucency mode of VRayMtl;
  • Add Thin Film rollout in VRayMtl;
  • Implement energy compensation for the GTR BRDF;

VRayLight

  • Finite radius for the dome light with option for ground projection;

VRayEnmesh

  • VRayEnmesh modifier in Max;

VRayDecal

  • Displacement support for VRayDecal;

VFB

  • Chaos Cloud Collaboration share tab;
  • VFB panorama Viewer;
  • Proportion Guides Layer to help with scene composition in VFB;
  • Batch image processing in VFB2; Option to process exr files;
  • Flip button in the VFB;
  • Add light selection functionality in LightMix;
  • Add an option to remove resumable vrimg file after successful render;

VRayVolumeGrid

  • Multiple scattering with custom phase function for volumetrics;
  • Add tooltips to the 3ds Max Simulator UI;
  • Display textures in the GPU preview;
  • Add tooltips to the 3ds Max UI;

VRayMultiSubTex

  • Batch load of bitmaps in VRayMultiSubTex;
  • Add “by user ID” random option in VRayMultiSubTex;

V-Ray GPU

  • Add support for V-Ray Perfect Sphere to V-Ray GPU;
  • Improve Trace depth workflow;
  • V-Ray CUDA/GPU rendering for Chaos Scatter Surface map;
  • Support for VRayLightingAnalysis render element;

VRayDenoiser/vdenoise.exe, VFB, V-Ray, V-Ray GPU

  • Add albedo RE for AI denoising;

V-Ray, VRayICC, VRayIES, VRayLUT, VRayMDL, VRayGLSL, VRayOSL, VRayPtex

  • Add MaxScript alias “fileName” for all plugins that take a file name as a parameter;

V-Ray, MultiMatteElement

  • Cryptomatte and Multimatte in Volumetric mode on CPU;

VRayScene

  • Ability to use a sequence of .vrscene files and load them automatically on frame change;

V-Ray/V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter

  • Add a V-Ray menu item in the main 3ds Max menu bar;

Modified features


V-Ray

  • VRayDecal presets in Cosmos;
  • Implement QT UI of Default displacement rollup;
  • Implement QT UI of IPR options rollup;
  • Implement QT UI of Bucket image sampler rollup;
  • Implement Qt UI of VRayEdgesTex;
  • Implement Qt UI of VRayEdgesTex;
  • Implement Qt UI of VRayMtlWrapper;
  • Implement Qt UI of VRayLightMtl;
  • Implement Qt UI of VRayUserColor and VRayScalar;
  • Implement Qt based UI for some of the V-Ray/GPU render settings dialogs;
  • Implement Qt UI of VRayFakeFresnelTex;
  • Implement image files drag and drop to texture slots in Qt UI;
  • Implement Qt UI of VRayCarPaintMtl and VRayFlakesMtl;
  • Implement Qt UI of VRayBlendMtl;
  • Implement Qt UI of VRayBump2Normal;
  • Implement Qt UI of VRayBumpMtl;
  • Implement Qt UI of VRayCompTex;
  • Implement the UI of VRay2SidedMtl in Qt;
  • Implement Qt UI of VRayCurvature;
  • Implement Qt UI of VRayScatterVolume;
  • Implement Qt UI for VRayFastSSS2 Material;
  • Implement Qt UI of VRayCarPaintMtl2 and VRayFlakesMtl2;
  • Implement Qt UI of VRayHairInfoTex;
  • Implement Qt UI of VRayOverrideMtl;
  • Implement Qt UI of VRayPointParticleMtl;
  • Implement Qt UI of VRaySamplerInfoTex;
  • Implement Qt UI of VRayStochasticFlakesMtl;
  • Implement Qt UI of VRayNormalMap;
  • Implement Qt UI of VRayMultisubTex;
  • Implement Qt UI of VRayHairNextMtl;
  • Implement QT UI of Progressive Image Sampler rollup;
  • Modify V-Ray GPU sampling defaults;
  • Enable Probabilistic Volumetrics by default for new scenes;
  • Cosmos importer support of textures and materials for MtlLib porting;
  • Remove filter_generator.exe from the installation;
  • Update the slots in the Compact Material Editor according the new VRayMtl defaults;
  • Redirect the “V-Ray Material Library Browser” button to Cosmos if the library folder is empty;
  • Remove Show GPU stats in VFB from the GPU UI;
  • Remove Low GPU Thread Priority setting from the GPU UI;
  • Disable Time Limit in GPU UI when Sampler is set to Bucket;
  • Normals Render Element in Volumetric mode;
  • Improve order detection of custom UV channels in alembic loader;
  • Method for listing files paths from a Cosmos asset;
  • Partial material override to work with animations;
  • Transport custom particle data for light instances in V-Ray Standalone;
  • Remove the Visible to GI option from VRayObjectProperties;
  • On drag & dropping HDRI the result dome should not snap to objects;
  • VRayProxy preview types are cropped on HiDPI;
  • Add a warning when rendering VRayVolumeGrid in CPU IPR;
  • Improve the data window values when using Auto mode for the VrayOptionRE;
  • VRayHairInfoTex animated parameters export;
  • Remove the Diffuse subdivs and Diffuse multiplier options for Photon Mapping GI from the V-Ray light properties;
  • Export VRayObjectSelect RE to a .vrscene file;
  • Change V-Ray installation environment variables;
  • Adding progress bar in Standalone VFB;
  • V-Ray Implement Qt based UI for V-Ray/GPU render settings dialogs;

V-Ray GPU

  • Improve GPU Rounded corners in VRayEdgesTex;
  • Support for “Result affect” in VRayDirt;
  • Change GPU clamp to work as CPU clamp;
  • Autovoxelize dynamic geometry in V-Ray GPU;
  • Use 16-bit quantization of float point value for NanoVDB;
  • Scatter Surface Map support for noise/procedural maps and XYZ uvwgens in Std CPU;
  • Support unlimited number of user attributes per node;

VRayMtl

  • Improve Тhin Film controls;
  • Shadow opacity optimizations;
  • Texture slots for fog depth and translucency amount;
  • Remove Glossy Fresnel option;
  • Introduce a more accurate metallic Fresnel;

VRayVolumeGrid

  • The data in AUR files in the Standalone Preview and Cache Converter;
  • Wetting checkbox animatable in 3ds Max;
  • Speed up render start with thousands of vrscene simulator copies;
  • Recognize by default Velocity(x), Velocity(y) and Velocity(z) channels from VDBs from thinkingParticles;
  • Increase the default Velocity Streamline Length from 5 to 20 for Max;
  • Update OpenVDB to the latest available;

V-Ray, VRayEnvironmentFog, VRayFur, VRayHairFarmMod/VRayOrnatrixMod, VRayInstancer

  • Memory optimization for VRenderInstance;

VRayEnvironmentFog, VRayAerialPerspective

  • Add an “affect alpha” option in the VRayEnvironmentFog and VRayAerialPerspective;

V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter, V-Ray Toolbar

  • New icons for the V-Ray Toolbar;
  • Add the materials from the V-Ray Toolbar to the V-Ray Menu;

VFB

  • Double-clicking the VFB to zoom the area round the cursor;
  • Dither colors in the frame buffer to avoid banding with low-contrast gradients;
  • Add the Sharpen/Blur layer in the VFB2 MAXScript layer manager properties;
  • Create a separate library for collaboration integration;

VRayOSL, V-Ray

  • Batch execution of camera shaders;

VRaySun/VRaySky/VRayAerialPerspective, V-Ray GPU

  • GPU: Compute sky clouds on the GPU;

VRayColor2Bump

  • Implement Qt UI of VRayColor2Bump;
  • Optimize VrayColor2Bump to do 3 texture calls instead of 4;

VRayDirt

  • Grey out Streaks density and Blur in VRayDirt when the renderer is V-Ray GPU;

VRayGLSL, VRayOSL

  • Support for “null” widgets;

VRayOSL

  • AdvancedWood.osl export;

VRayMDL

  • Switch to MDL 1.5;

V-Ray, VRayPluginNode

  • Add output section to VRayNoiseTex;

VRayPluginNode

  • Add limited forward-compatibility to VRayPluginNode;

V-Ray, VRayScene

  • Add preview mode options for VRayScene node;

V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter

  • Support conversion of the CoronaPhysicalMtl through the V-Ray scene converter;

VRaySun/VRaySky/VRayAerialPerspective

  • Implement Qt UI of VRaySky;
  • The VRaySky map as environment background should be available for preview in the viewport;

VRaySwitchMtl

  • Implement Qt UI of VRaySwitchMtl;

VRayTriplanarTex

  • “Use displaced surface” option in VRayTriplanarTex for diffuse;
  • Implement Qt UI of VRayTriplanarTex;
  • Make “By node handle” the default random mode for VRayTriplanarTex;

 

Build 5.20.23

Official release, update 2.3

Date  – Apr 5, 2022

New Features

V-Ray

  • Adaptive Bucket Splitting;
  • Support for Max 2023;
  • Ability to bake metalness and roughness;
  • Add an option to include the Rest LightMix channel when saving to file;
  • Add fit aspect ratio to material/bitmap functionality for VRayDecal;
  • Add an option in VRayDenoiser for denoising the alpha;

V-Ray IES

  • Expose IES light shape and size to MAXScript;

Modified Features

V-Ray

  • Update Open Image Denoiser to version 1.4.2;
  • Allow higher Max Size for GPU textures, when mode is set to Resize;
  • Import for Cosmos materials with non-square textures;
  • New Shortcut (N) in the VFB2 to EDIT notes in the History;
  • Resumable rendering support for deep images;

V-Ray, VRayIES

  • Make the VRayIES file button larger;

VFB

  • Show more information when corrupted OCIO file is loaded regarding the error;

VRayOSL, V-Ray

  • Support for vector-like structures;

Bug Fixes

V-Ray

  • Crash with VRayMultiSubTex;
  • V-Ray Material Library path is not updated after installation if provided by environment variable;
  • V-Ray Standalone cannot load 3rd party plugins dependencies from arbitrary locations;
  • Cosmos importer fails to import asset with VRay2SidedMtl;
  • Viewport IPR option disappears from the viewport menus when using max.vray as a default setting (Custom default switcher menu);
  • Crash when rendering a specific scene file with 3dsmax frame buffer;
  • Render artifacts on the voxel borders of a V-Ray proxy geometry with Displacement modifier;
  • Modifying denoiser parameters in VFB2 with OIDN denoiser switches the denoiser type to Optix;
  • OCIO2 config might fail to load depending on locale settings;
  • VRayMultiSubTex produces incorrect results with Random Hue and Sat when exported;
  • Incorrect render time after enabling A/B compare and selecting an A image and then saving to history;
  • Missing parameters for the VRayUnclampedColor element;
  • Crash when loading .tx sequences in VRayBitmap;
  • Add support for Anima4D models export with Motion Blur;
  • Map connections are lost when drag and drop material from V-Ray Material Library to the Compact material editor slot;
  • Animated TyFlow cache with UVWmodifier is not exported as expected;
  • The “All” LightMix parameters values are not saved to presets and history;
  • Error on render resuming after enabling or disabling DR;
  • Crash in V-Ray IPR with Forest Color map and latest Forest Pro version;

V-Ray, V-Ray GPU

  • Incorrect results with VRayDecal during IPR debug shading;

V-Ray GPU

  • Skipped frame when rendering non continuous frame list with V-Ray GPU;
  • GPU rendering not showing correctly with 3ds Max frame buffer;
  • Crash when using Matte objects, VRayAlSurface and Glass ;
  • VRayMtl in SSS with Matte object crashes in animation using V-Ray GPU;
  • Crash with CUDA CPU on MacOS;
  • Swapping GPU devices in the same 3Ds Max session crashes IPR and production rendering;
  • GPU LC is slower to render with big resolutions;
  • VFB Display correction is briefly reset while preparing for rendering with V-Ray GPU;
  • Rendering with CUDA a scene with BakeView produces black output;
  • V-Ray GPU does not bake all pixels when rendering to textures;
  • Crash when rendering scenes of objects with translucent materials and a shadow catcher;
  • Artifacts with layered VRayDecal objects;
  • VRaySun disc is rendered with offset in V-Ray GPU lately;
  • VRayDecal does not project VRayEdgesTex;
  • Texture baking doesn’t work correctly with GPU;
  • Lighting discrepancy between CPU and GPU results when LightDirect is used with Intensity higher than 1;
  • Shadow Radius parameter of Directional and Omni light does not work;

V-Ray Light

  • Make rendering of instances of disabled lights instanced via VRayInstancer consistent between Max and Standlone;
  • Random crash in V-Ray IPR when creating VRayLight;
  • Disabling the affectSpecular and affectReflections options of a Dome light leads to inconsistent results;

VRayMtl

  • Crash when creating a Physical material in slate material editor using 3dsmax 2018;
  • VRayMtl shortmap buttons are representing wrong maps when older scene is loaded in Max 2018;

VRayOSL, V-Ray

  • MDL displacement is not exported correctly;

VRayVolumeGrid

  • VDB caches with invalid min/max channel value metadata are not handled;

VRayIES

  • VRayIES lights’ include and exclude lists broken in MXS;

 

 


Build 5.20.00

Official release, update 2

Date – Oct 26, 2021

New features

VRayDecal

  • An easy way of projecting one material on top of another;

VRayLight

  • Add contribution per light for atmospherics;

Cosmos

  • Cosmos Materials support;

VRay

  • Override material preserve functionality option for material displacement;
  • Override material preserve functionality option for Reflection/Coat/Sheen;
  • Curvature texture support for isolating Convex or Concave values;
  • VRayBlendMtl material to blend the displacement maps of the sub-materials;
  • Add support for animation exporting for the OSL plugin in Max;

VRayMtl

  • Implement the thin-walled mode of the VRayMtl on the GPU;
  • Implement the new volumetric translucency modes of the VRayMtl on the GPU;

V-Ray, VRayInstancer

  • Lights as source objects for the VRayInstancer;

.vrscene exporter / Chaos Cloud

  • SiNi Software scattering plugins export;
  • Anima 4D characters support for V-Ray GPU and Chaos Cloud;
  • Dot-delimited frame number option in VRayStandalone;

V-Ray, VRayScene

  • Initial USD support in VRayScene node;

VFB

  • Add a Sharpen/Blur post effect layer;
  • Integrate rendering log in the new frame buffer;
  • Option to create an “effectsResult” channel when only Lens Effects layer is enabled (no Denoiser);
  • Option to bake Lens Effects intensity into the Glare channel;
  • Add an option for adding VFB color corrections to all render channels when saving to separate files;
  • Add option to set shortcuts for all VFB2 menu items;
  • Batch image processing in VFB2 for vrimg files;
  • Ability to add color corrections to the VFB Background layer

VRayDisplacementMod

  • Support for Creases modifier with VRayDisplacementMod subdivision;

V-Ray, VRayMultiSubTex, VRayTriplanarTex, V-Ray GPU

  • Extend the randomization options in VRayMultiSubTex;

V-Ray GPU

  • Implement support for the total lighting render element;
  • Support for Sparse Volumes on GPU using Nvidia’s NanoVDB library;

VRayIES

  • Expose IES light shape and size to MAXScript;

VRayMultiSubTex

  • Element recognition in VRayProxy;

VRayOSL, V-Ray, VRayGLSL, V-Ray GPU, VRayMDL

  • Support for camera shaders;

VRayVolumeGrid

  • Add Absorption color for the Volumetric Shader for CPU rendering;

V-Ray, V-Ray GPU

  • Cryptomatte with progressive sampling;

Modified features

.vrscene exporter/Chaos Cloud

  • Add a warning that default lights are unsupported when exporting scenes with no other lights;
  • Warning that 3ds Max output is not being saved with Standalone when there is a Separate render channels output;
  • Auto rename and add a warning if there are render elements with the same name;

Cosmos

  • Set the default Cosmos browser width to 480 pixels;
  • Switch Cosmos proxies to preview from file, when previews are available;
  • Cosmos HDRI “Import” button should replace/set the map if a Dome Light is currently selected;
  • Use whole mesh (and not the embedded) preview for certain assets (vehicles) on import;
  • Cosmos Import Options remembered after 3ds Max is closed;
  • Bring Cosmos browser to front if it is behind other windows and the user clicks the Cosmos Browser toolbar button

V-Ray

  • Improved LPE material label system;
  • Update Embree to 3.13.0;
  • Apply color corrections to the RGB channel when saving;
  • Remove the Subdivs parameter from V-Ray Light Lister;
  • Remove Quick V-Ray render settings from the Customize UI;
  • Add VRaySpecularMap and VRayReflectionMap bake render elements;
  • Ability to specify a camera to determine reflections for texture baking;
  • Missing parameters in the MAXScript vrscene export function;
  • Preserve the cosmos dialog size (and position) after 3ds Max restart;
  • Preview for UDIM textures in the realistic (Nitrous) viewport;
  • Auto rename duplicate channel names when auto creating LightMix render elements;
  • Display an error and abort the render if there are Progressive Caustics and DR set;
  • Install thumbnail handler for the VRScans files with V-Ray;
  • Consistent IPR scene update with IPR camera selected when View to Render has been locked;
  • Improve the data window values when using Auto mode for the VrayOptionRE;
  • VFB Lens effects were exported even when V-Ray VFB is disabled;
  • Per frame export for animated parameters of Composite map;
  • Better performance of dynamic geometry and tiled textures on many-core machines;
  • Add a custom color option for background in VRayExtraTex render element;
  • Implement Qt-based user interface for VRayMtl, VRay2SidedMtl, VRayALSurfaceMtl, VRayClipper, VRayColor, VRayFastSSS2, VRayProxy;
  • Particles rendering with Embree;
  • Rename the VRay Asset Browser’s ‘Add to Scene’ option to ‘Add to Material Editor’ or relevant;
  • Improved anisotropy for the V-Ray material;
  • Rename the VRay Asset Browser’s ‘Add all to scene’ to ‘Add all to material editor’

V-Ray GPU

  • Use small buckets when rendering with CUDA CPU Only;
  • VRayDirt with “Ignore Invisible Objects” enabled should not be affected by lights that are invisible;
  • Spot Lights with narrow cones have wrong penumbra with V-Ray GPU compared to CPU;
  • Improve VRayTexOCIO on GPU;
  • Expose VRayTotalLighting RE in V-Ray GPU UI;
  • Oversaturated rendering of Mix map when mapped with values above 1

V-Ray Toolbar

  • Integrate Vantage Live Link with V-Ray for 3ds Max;
  • Replace the Create VRayMetaballs button in V-Ray Toolbar with Create VRayDecal button;

V-Ray, V-Ray GPU

  • Improve the machine info printed in the log in V-Ray Standalone or by the -version flag;
  • Calculate LC only on the GPU when V-Ray GPU is used;
  • Add support for tiled textures with large amount of tiles on V-Ray GPU;
  • V-Ray GPU fails to load and render tiles texture with Mudbox filename format with lowercase $u and $v;

VFB

  • Elapsed time is not showing in the VFB Stats tab when rendering in Bucket mode;
  • Add a new function vfbcontrol #historysize that exposes current history size to MAXScript users;
  • Add MAXScript command to transfer LightMix to scene;
  • Add an icon for the “off” state of the VFB layers;
  • The curve color correction in VFB2 shows visible banding for very low intensity images;
  • Change the Source back to RGB in VFB if the VRayBackToBeauty element is disabled;
  • Implement VRAY_VFB_GLOBAL_PRESET_FILE environment variable for the new VFB;
  • Allow masks for Render element layers;
  • Improve the Lookup table VFB2 correction;
  • Cameras in Render Pull-Down button in VFB to be listed in a sorted order;
  • Possible to load/save VFB2 shortcut configuration from/to file;
  • VFB2 should remember collapsed state of history and layer widgets;
  • Reset VFB position button in the Render Setup window;
  • Disable Layer controls if the layer is disabled;

VRayCurvatureMap

  • Option to ignore bump in VRayCurvature;

VRayDirt

  • Streaks breakthrough for VRayDirt;
  • Blur effect for streaks in VRayDirt;
  • Ignore bump option for VRayDirt;
  • Thin mesh mode for VRayDirt;
  • Add output section to V-Ray Dirt texture;

V-Ray, VRayInstancer

  • Support for reading custom data channels from Phoenix’s PRT Reader in V-Ray Instancer;

V-Ray, VRayInstancer, VRayTriplanarTex

  • Thinking particles instancing to support Data Channels from TP (tPDCbitmap);

V-Ray, VRaySun/VRaySky/VRayAerialPerspective

  • Change the name of the “Improved” model in VRaySky to “PRG Clear Sky”;

V-Ray, VRayTriplanarTex, V-Ray GPU

  • Add “by node handle” randomization mode in VRayTriplanarTex;
  • TriPlanar texture make textureable the “frame_offset” and “texture_rotation” parameters;

VRay2SidedMtl, VRayColor

  • Implement the UI of VRay2SidedMtl and VRayColor in Qt;

VRayAO

  • Ability to exclude objects / lights from VRayAO render element;
  • Add the “Ignore invisible objects” option to the VRayAO pass;

VRayBitmap

  • Add “auto” mode for the color transfer function in VRayBitmap;
  • Open browse window with VRayBitmap creation in 3ds Max 2022;

VRayDenoiser

  • Fall back to Intel Denoiser when there is no suitable hardware for the NVIDIA Denoiser;
  • Add an option to the Denoiser to take under consideration that you are rendering 360 panorama;

VRayDistanceTex

  • Add the possibility to remove multiple objects from VRayDistanceTex list;

VRayEnvironmentFog

  • Gray out the mapping options in VRayEnvironmentFog when the current renderer is V-Ray GPU;

VRayFastSSS2

  • Implement Qt UI for VRayFastSSS2 Material;

VRayLight

  • Make the button for texture in VRayLight larger;
  • V-Ray lights’ settings to be set to default value with right click on the spinners;
  • Remove some old stale options from the UI to reduce complexity;
  • Hide the No Decay option of V-Ray lights for new scenes;
  • VRayLights to only accept multiplier values above zero;
  • Don’t disable adaptive dome lights if all excluded for shadows objects are already invisible for shadows;

VRayLight, VRayMtl

  • Extend the Drag and drop Cosmos HDRI textures;

VRayMDL

  • Ability to suppress the MDL search path prompt;

VRayMtl

  • Implement new physically correct GTR anisotropy based on linear stretching of the microsurface;

VRayOSL

  • Add support for animation exporting for the OSLMap plugin in Max;

VRayPhysicalCamera

  • Link the values for EV and ISO to update together in VRayPhysicalCamera;

VRayScene

  • Make the Auto mode of “Flip Axis” in VRayScene node to work for USD files;
  • Scale setting for VRayScene node;

VRayStochasticFlakesMtl

  • Remove Subdivs parameter from VRayStochasticFlakesMtl’s UI;

VRayToonMtl

  • Remove Subdivs parameters from VRayToonMtl’s UI;

VRayUVWRandomizer

  • Minor UI improvements for VRayUVWRandomizer;

VRayVolumeGrid

  • Speed up frame blending with Time Bend controls;
  • Enable Probabilistic Volumetrics by default for new scenes;
  • Sparsify VDBs exported by the Phoenix simulation or the cache converter;
  • Probabilistic shading should have an effect only with V-Ray in 3ds Max;
  • Enable GPU preview and velocity streamline preview in 3ds Max 2022;
  • Allow animating of the Solid, Wetting and Voxel Mode Override node properties in 3ds Max;
  • Move the Preferences and About dialog from the Simulator to the Phoenix FD menu;
  • Make Huffman compression of particles multi-threaded and break up the channels into pieces like the grid channels;
  • Make Zip compression of particles multi-threaded;
  • Sequential Tab ordering of the dialog controls in 3ds Max;

See full release notes


Build 5.10.03

Official Release, Update 1.3

Date 24 June 2021

New features

New VFB

  • Implement a functionality for adding VFB color corrections to all render channels with “Separate render channels” output;

Modified features

New VFB

  • Sort the channels in the LightMix UI alphabetically;
  • LightMix should not reset values whenever possible;

V-Ray Cloud

  • Print warning for Blur value of Bitmap maps during the Submit to Chaos Cloud rendering analisys;
  • Print a warning for modified texture blurriness value during the Submit to Chaos Cloud rendering analisys;

V-Ray

  • Include V-Ray App SDK Python 3 binding in the installation;

VRayVolumeGrid

  • Replace the ‘Particle Mode’ of the Volumetric Shader with single sample probabilistic shade;

Bug fixes

V-Ray

  • Crash in the compact material editor with Shell materials;
  • Crash on closing 3ds Max 2022;
  • DR option Restart servers on render end is not loaded properly (since V-Ray 5, update 1.2);
  • Loading a scene from the VFB history fails to load the units from the file;

V-Ray IPR

  • Crash after render to texture while viewport IPR is running;
  • Crash when adjusting TextMap during rendering;
  • Crash when calculating VRayLightMeter/texture baking during rendering;
  • Crash when rendering with specific Forest Pack scene having Corona material;
  • Viewport IPR Safe Frame differences with 3ds Max 2022 hotfix 1;

V-Ray GPU IPR

  • The entire render is restarted when Region render is stopped;

New VFB

  • “vfbcontrol #loadimage” returns control back to the caller before the image is loaded;
  • VFB window moves when loading different sized images on 4K monitors

VFB

  • Test resolution cuts rendered image in the 3ds Max native frame buffer;

Chaos Cosmos

  • Significant slowdown when saving a scene, when the Cosmos communication is blocked by firewall;
  • The Cosmos browser slows down 3ds Max startup when Internet connection is absent;

VRayBitmap

  • Options for disabling texture filtering are ignored;
  • User tags do not work in file names;

VRayBlendMtl

  • Duplicated slots in Slate Material Editor;

VRayCryptoMatte

  • Crash when trying to use Cryptomatte mask in .vrimgs with duplicated Cryptomatte elements;
  • Wrong cryptomatte manifest if geometries have unsupported symbols in their name;

VRayLight

  • Adaptive dome light artifacts in scene with V-Ray Dome and multiple IES lights;

VRayProxy

  • Crash when enabling Tessellate Hair with Alembic hairs and VRayVRMat material;

VRayVolumeGrid

  • The results with colored transparency/absorption are incorrect in Volumetric Geometry mode;

VRayZDepth

  • Colored lines and artifacts are produced over the z-depth image;

.vrscene exporter

  • Negative texture values are clamped when plugged in a Composite map and in a V-Ray Displacement node;

VRayDenoiser/vdenoise.exe

  • Blurry results with the NVIDIA AI denoiser;

Installer

  • Chaos Cosmos service check if running is incorrect;

 


Build 5.10.02

Official Release, Update 1.2

Date 15 April 2021

New features

V-Ray

  • Add support for 3ds Max 2022. The installation is now using the Autodesk plugin package;

V-Ray GPU

  • Add absorption color for the Volume Grid;

 

Modified features

V-Ray GPU

  • Support for motion blur for the Chaos Phoenix’s Particle Shader;

V-Ray GPU IPR

  • Slow GPU LC preview when moving the scene during rendering;

New VFB

  • Implement vfbcontrol history options;
  • Shift “Render” button for “Render last” function;

VRayMtl

  • The fog color should be enabled in Thin-walled mode;

VRayUVWRandomizer

  • Incorrect textures previews (produces black solid color) in slate material editor;

.vrscene exporter

  • Export scene offset = ON;

 

<h3 “>Bug fixes

V-Ray

  • Crash when rendering with wrong version DR server;

V-Ray IPR

  • Crash when consecutively hiding multiple imported identical Cosmos assets during rendering;

V-Ray GPU

  • 3ds Max freezes when there isn’t enough VRAM and GPU Light Cache is enabled;
  • Adaptive lights grid renders visible artifacts;
  • Crash with GPU Light Cache in hybrid mode after adding/removing light;
  • Crash with VRayCarPaintMtl with flake size = 0;
  • ETA is missing while rendering using GPU Light Cache;
  • Objects are missing with GPU Light Cache enabled;
  • Specific opacity texture is rendered incorrectly with On-demand mipmapping;

V-Ray GPU IPR

  • Crash with GPU Light Cache;
  • Crash with RTX when deleting VRayDisplacementMod’s texmap during rendering;
  • Light cache is not shown during calculation phase with viewport IPR;
  • Undoing/redoing hide operations of multiple proxies during rendering causes crashes or endless kernel compilation;
  • Unhandled exception in “Preparing direct light manager” when starting DR session;

V-Ray Cloud

  • Forest Boundary Checking Edge mode doesn’t render as expected; “

VRayLight

  • Disc lights produce noisy shadows with Brute Force GI engine;

VRayMtl

  • Material with thin translucency renders transparent inside VRay2SidedMtl;
  • Missing highlight with thin-walled glossy refraction;
  • Outlines appear at the edges of opacity maps;
  • Wrong result with refraction glossiness values below 0.78;

.vrscene exporter

  • Missing bump in OSL shaders;

Cosmos browser

  • High CPU usage when the Chaos Cosmos Browser Service is not running;

Build 5.10.01

Official Release, Update 1.1

Date 17 March 2021

Modified features

V-Ray

  • Support for Autodesk 3ds Max 2022;

V-Ray GPU

  • Out-of-core improved IPR update;
  • Print device info for GPU Light cache;

V-Ray Cloud/V-Ray Standalone

  • Faster initialization of meshes with static 3D displacement;

VRayCryptoMatte

  • Add ability to work with VRaySwitchMtl;
  • Add ability for Cryptomatte to read Multi/Sub-object materials;

VRayMtl

  • Expose the VRayMtl thin-walled refraction option in the UI;

.vrscene exporter

  • Multiple standard cameras export;

V-Ray Material library browser

  • Fix issue with recursive search in the refresher script;

 

Bug fixes


V-Ray

  • Crash rendering scene with ForestPro 7;
  • Crash when a VRayBumpMtl is applied on an object and another VRayBumpMtl is used as an Override Mtl;
  • Error building Embree voxel tree when “Conserve memory” is enabled in certain scenes;
  • Increased memory consumption with displacement in specific cases;
  • No illumination on surrounding geometry from PhoenixFD/VRayVolumeGrid’s Fire Lights;
  • Underwater lighting is missing when the camera is under the water;

V-Ray IPR

  • Incorrect rendering during IPR when switching from None to Volumetric/SSS translucency in VRayMtl;
  • VRayPhysicalCamera Tilt & Shift is incorrect since 5.1.00;

V-Ray GPU

  • Crash with big light cache subdivs;
  • Texture on objects with normal displacement appear smudged with on-demand mip-mapping;

VRayCryptoMatte

  • Regression with node custom attributes;

VRayDisplacementMod

  • Crash with on specific geometry with Editable poly modifier;

VRayICC

  • .icc files are not loaded through the DR assets transferring;

VRayLight

  • Random modes for textures applied to VRayLight copies produce non-randomized lighting;

VRayMtl

  • Crash when setting reflection/refraction depth too high;

VRayProxy

  • Animated Alembic files do not show animation in viewport;
  • Newly created proxies with “preview from file” use the default cube for viewport selection instead of the preview geometry;

VRayUVWRandomizer

  • Crash when switching between different texture instances;

.vrscene exporter

  • Archive as ZIP is greyed out if we open another scene to export;
  • Archiving to zip or directory merges the assets instead of overriding them;
  • Missing geometry in exported scenes when there is a VRayDistanceTex and VRayDisplacementMod on EditablePoly;
  • Tile UV mapping of Bercon Tiles is not working properly;

V-Ray Material library browser

  • “Open ME on apply” doesn’t work with drag&drop;
  • “Use Real World Scale” doesn’t work with user added libraries;

Build 5.10.00

Official Release, Update 1

Date 23 Feb, 2021

New features

V-Ray

  • Progressive caustics mode;

V-Ray GPU

  • Light cache calculated on GPU;
  • Add support for blending the sun with the horizon with the Improved sky model;

New VFB

  • Layers masking based on Cryptomatte, integer and color render elements data;
  • Add stamp layer support;
  • Custom White Balance support for color picker and tint;
  • Support for animated sequences for Background layer using <frameNum> tag;
  • Add an option to bake the RGB primaries conversion;
  • Add horizontal/vertical offset for Background layer;
  • History render settings loading and comparing;
  • Image Info for the history images;
  • Save color corrections to a LUT file;

Chaos Cosmos

  • Add support for Chaos Cosmos assets within 3ds Max;

VRayMtl

  • New translucency modes for based on VRayScatterVolume;

VRayAO

  • Add a render element for ambient occlusion;

VRayBackToBeauty

  • A render element that expands to the render elements needed for back to beauty compositing;

VRayCoat/VRaySheen

  • Render elements for compositing with VRayMtl’s Coat and Sheen layers;

VRayDenoiser/vdenoise.exe

  • Integrate the Intel Open Image Denoiser;

VRayInstancer

  • Support for Thinking Particles as source;

VRayLight

  • Add support for additive dome lights;
  • Add “Occlude other lights” option;

.vrscene exporter

  • Export all camera objects to vrscene;
  • Add options to archive and compress scenes with their assets;

V-Ray Camera Lister

  • Add a lister tool to manage scene cameras;

V-Ray Material Library browser

  • Add a tool for adding custom materials to the local library;

 

Modified features

V-Ray

  • Improve VRayMtl’s representation in the viewport;
  • Option to render the Physical Material as VRayMtl;
  • Preserve opacity, bump and refraction with Override material;

V-Ray GPU

  • Rounded corners support with Out-Of-Core geometry
  • Support for VRayDirt and VRayCurvature with Out-Of-Core geometry
  • Support for VRayFastSSS2 with Out-Of-Core geometry
  • Support for VRayALSurfaceMtl with Out-Of-Core geometry
  • Support for VRayClipper with Out-Of-Core geometry
  • Add support for normal maps in world space

V-Ray GPU/Chaos Cloud

  • Support for Forest Color’s Tint mapped by a texture;
  • Support for tyFlow instances rendering;

VRayCryptoMatte

  • Support for Multi/Sub-object materials;

Build 5.00.05

Official Release, Hotfix 2

Date: 29 July 2020

Modified features

New VFB

  • Max Script access for OCIO settings with vfbcontrol;

V-Ray scene converter

  • Converting CoronaBumpConverter to VRayColor2Bump;

Bug fixes

V-Ray

  • An error is printed when rendering with disabled memory frame buffer option;
  • Auto white balance renders differently when transferred to camera;
  • Missing plugin error when loading scene saved with hotfix 1;
  • More noise occurs with Blue noise sampling enabled for grid volumes;
  • Crash with a specific scene upon opening in 3ds Max 2021, 2020, 2019;

V-Ray GPU

  • Matte objects’ primary Visibility is not working correctly;
  • The VRayEnvironmentFog parameters (which are last on the list) are applied to all fogs;

V-Ray Dirt

  • Ambient + inner occlusion mode results are darker than they should be;

New VFB

  • An error is printed when rendering with disabled memory frame buffer option;
  • Avoid IPR restart on zoom, resize and side panels collapse;
  • Crash when opening old scene with empty New VFB OCIO settings;
  • Window position can not be saved on a non-primary monitor;
  • Window position is offset on rendering after every scene reset when the persistent settings are saved with collapsed history menu

Build 5.00.04

Official Release, Hotfix 1

Date 14 July 2020

New features

VRayBackToBeauty

  • Add render element that will expand to all beauty render channels;

 

Modified feature

V-Ray

  • Simplify the Image sampler options;

VRayBitmap

  • View image button should work for .tx bitmaps;

VRayDistanceTex

  • Add an option to not compute for the viewports;

VRayMtl

  • Raise the default Refraction and Reflection Max depth to 8;

VFB2

  • Add keyboard shortcut for Lock Pixel Coordinates (“L”);
  • Support for the color corrections and VRayDenoiser in V-Ray Viewport IPR;
  • Zoom key combinations support;

Installer

  • Progress of V-Ray Material Library download should display downloaded/total size in the installer;

Bug fixes


V-Ray

  • VRayDisplacementMod’s Subdivision not working far from scene origin;

V-Ray GPU

  • Activating 3ds Max menus during IPR stops image updates in the VFB;
  • Memory leak with VRayDistanceTex;

V-Ray GPU IPR

  • Orthographic projection is not rendered properly with RTX;

VRayClipper

  • Wrong objects in the exclude list when merged in scene;

VRayLight

  • NaN pixels occur with textured adaptive dome light;

VRayToonMtl

  • Overlapping MaxScript names of gradient parameters;

VRayTriplanarTex

  • Incorrect motion blur;

VRayVolumeGrid

  • More noise with Blue Noise Sampling enabled for grid volumes;

VFB2

  • Artifacts with Filmic tonemap;
  • Colorful halo with Lens Effects and positive Lightness values in the Hue/Saturation color correction;
  • Crash on consecutive V-Ray GPU IPR restarts when selecting different layers;
  • Crash on scene open when the scene was saved with legacy VFB LUT color correction;
  • Different convert to composite result if the first light is turned off;
  • Large color values are not formatted properly in pixel info;
  • Missing color corrections/post effects on image copied to clipboard;
  • Resize on region IPR when an image has been previously loaded from history;
  • Show corrected colors doesn’t work;
  • Switching from OCIO to sRGB and back loses the OCIO settings;
  • Window position can not be saved on a non-primary monitor;

VFB

  • “Too many open files” error when loading many LUT files;

Installer

  • Downloading the V-Ray Material Library does not work with network paths starting with “\\”;
  • The install log is empty when an error occurs;

V-Ray Next 5 Build 5.00.03

Official Release

Date 16 June, 2020

New features

  • V-Ray GPU: Add support for the VRayNormalMap rotation parameter;
  • VRayDirt: Add Streaks generation options;
  • VFB2: Add magenta-green tint slider to the White Balance color correction;
  • VFB2: History saved render settings loading and comparing;

Modified features

  • V-Ray: Add UI option to enable the MikkTSpace calculations from Global Switches;
  • V-Ray: Add UI option to switch back to the Native 3ds Max material swatches;
  • V-Ray: Optimize conversions between sRGB and ACEScg color spaces when using an OCIO configuration;
  • V-Ray Cloud: Animated parameters of VRayDistanceTex are not exported properly;
  • V-Ray Cloud: Animated position of geometry with large stationary interval differs;
  • V-Ray Cloud/V-Ray GPU: Add initial support for tyFlow instances rendering;
  • V-Ray: Faster calculation of VRaySun;
  • V-Ray GPU: Automatically disable Out-of-core rendering when the engine type is RTX;
  • V-Ray GPU: Implement Box sampler type for VRayVolumeGrid;
  • V-Ray GPU IPR: Endless updates when having a camera with tweaked tilt and shift parameters;
  • V-Ray Standalone: No image buffer rendering is implemented with VFB2, still processed output is written;
  • VRayDenoiser: Remove “Generate render elements” UI option;
  • VRayBitmap: Automatically set the transfer function and RGB color space for normal maps;
  • VRayLightSelect: Add Subsurface mode;
  • VRayMtl: Add some tooltips;
  • VRayMtl: Add fabric presets based on Sheen;
  • VRayOSL: Print warnings for unsupported OSL shader parameters;
  • VFB2: Add “None” option to hide the secondary color info in the status bar;
  • VFB2: Add a progress bar for the loading of the History images;
  • VFB2: Add image fitting types option and “Save in image” to the Background layer;
  • VFB2: Group the History compare buttons in a single flyout button;
  • VFB2: Implement renderer stats;
  • VFB2: Preserve the original RGB channel when saving;
  • VFB2: Save persistent settings independent on the scenes;
  • VFB2: Support for color corrections and settings transfer for V-Ray Cloud;
  • V-Ray Asset Browser: Add “Use real world scale” and “Use triplanar mapping” options on import;
  • V-Ray Asset Browser: Rename the “ME” button to “Open ME on apply” to be more descriptive;
  • V-Ray scene converter: Put the converted material nodes in Slate Material Editor for displayed materials after scene conversion;
  • V-Ray Toolbar: V-Ray Toolbar to look relative to the vrenderXXXX.dlr directory for icon files to aid network installations;

Bug fixes

  • V-Ray: Body objects are always rendered with draft quality;
  • V-Ray IPR: Incorrect VRayMtl with displacement texture after IPR update;
  • V-Ray Cloud: Per-frame export for animated parameters of Noise map;
  • V-Ray GPU: Crash or artifacts when VRaySwitchMtl uses the default submaterial (since Beta 1);
  • V-Ray GPU: Renders may get overexposed with VRaySun when changing scene units due to overflow;
  • V-Ray GPU CUDA: CPU bucket rendering crashes with On-demand mip-mapped textures;
  • V-Ray GPU CUDA: Crash with Fractal_3.osl OSL shader;
  • V-Ray GPU CUDA: IPR crashes when rendering Out-of-core with CPU device;
  • V-Ray GPU RTX: OSL maps crash with shaders with string outputs;
  • V-Ray GPU RTX: Random crash with particle system in the scene;
  • VRayDisplacementMod: Vector displacement produces wrong geometry with scaled objects;
  • VRayIES: Incorrect light cutoff when using the light shape for both shadows and illumination;
  • VRayOSL: Crash after deleting maps linked to VRayOSLOutputSelector;
  • VRayOSL: Shader and VRayOSLOutputSelector output values are reset when path to the OSL asset is modified;
  • VRayPhysicalCamera: Transfer exposure to camera is not working properly with Exposure Value (EV) mode;
  • VRayProxy: Wrong VRayParticleTex shading with alembic particle color (since Beta 1);
  • VRayVolumeGrid: .AUR files where the grid data is over 8GB are unreadable, fix requires Phoenix 4.20 and newer;
  • VRayVolumeGrid: Meshes are rendering without motion blur and the Mesh preview is broken when a modifier is applied;
  • VRayVolumeGrid: The resolved cache paths show huge numbers if looking at a frame outside the Timeline Origin – Play Length range;
  • VFB2: Crash when loading Layer presets (since Beta 2);
  • VFB2: Crash when saving all channels to .vrimg with LightMix, LUT and high resolutions;
  • VFB2: MaxScript error that prevents rendering occurs when submitting scenes to Thinkbox Deadline;
  • VFB2: Random crash with bucket rendering after multiple frames;
  • VFB2: Render view not updated when compare is disabled with no image loaded;
  • VFB2: Slowdown when rendering a scene with LightMix on V-Ray GPU;
  • VFB2: Sometimes Lens Effects layer UI becomes disabled no matter the enable flag;
  • .vrscene exporter: Error when exporting a scene with empty mesh object;
  • .vrscene exporter: Long string parameters containing escape characters get trimmed after 1023 symbols;
  • V-Ray Material Preview: 3ds Max 2021 hangs when creating Double Sided material in Slate Material Editor;
  • V-Ray Toolbar: Missing icons with light theme (since Beta 2);

Build 5.00.02

Beta Release

Date 28 May, 2020

New features

  • V-Ray: Add light path expressions support through mode of VRayLightSelect;
  • V-Ray: Add RGB primaries override for VRayBitmap option in the Color management;
  • V-Ray: Implement blue-noise optimization for the DMC sampler;
  • V-Ray GPU: Support for Environment and Self Illumination contribution for VRayLightSelect;
  • VRayNormalMap: Add Map rotation parameter;
  • VRayPhysicalCamera: Add EV parameter;
  • VRayProxy: Support common particle interface (IParticleObjExt) for Alembic that can be used with VRayInstancer and Phoenix FD;
  • VRaySun: Implement “Improved” Sky model;
  • VRayVolumeGrid: Velocity streamline preview;
  • VFB2: Background color correction;
  • VFB2: Filmic tonemap color correction;
  • VFB2: Image search in the History based on the saved scene name and note text;
  • VFB2: Solo button Alt+mouse click enables only one light and toggles all the rest in LightMix;
  • VFB2: Special element “Rest” in LightMix that includes everything not in the other elements;
  • VFB2: Support for rendering without a memory frame buffer;
  • VFB2: Undo for Layers actions;
  • .vrscene exporter: Add option to export only selected nodes;
  • V-Ray scene converter: Implement a converter for Physical Material to VRayMtl;

Modified features

  • V-Ray: Remove some old stale options from the Global switches;
  • V-Ray: Remove the Use local subdivs from Global DMC along with the subdivs parameter of Brute force GI, materials and lights that was dependent on it;
  • V-Ray: Simplify the Color mapping options;
  • V-Ray: Simplify the Light cache options;
  • V-Ray GPU: Add support for VRayUVWRandomizer stochastic tiling options;
  • V-Ray GPU: Optimize memory footprint for motion blurred geometry both on CPU and GPU;
  • V-Ray GPU: Skip degenerate faces when serializing the Embree tree;
  • V-Ray GPU: Support for matte objects through VRayObjectProperties;
  • V-Ray GPU: Support for VRayCarPaintMtl2 and VRayFlakesMtl2;
  • VRayALSurfaceMtl: Prevent values for the SSS radius parameters that cause artifacts;
  • VRayMtl: Add a “Default” preset;
  • VRayMtl: Use GGX shadowing for all NDF-based BRDFs;
  • VRayVolumeGrid: Speed up and use less memory for blending frames having Grid Velocity with Time Bend controls;
  • VFB2: Bucket outline improvements;
  • VFB2: Enable the denoiser for history and loaded images;
  • VFB2: Various usability improvements;
  • VFB2/VFB: Render button to execute Render command instead of Render Last;
  • VFB: Use all supported formats as default filter for loading image

Build 5.00.01

Beta Release

Date – Apr 29, 2020

New features

VFB2

  • Add entirely new implementation of VFB with integrated Layers compositing

LightMix

  • Add support for lights post-processing in the VFB2

V-Ray

  • Support for rendering in ACEScg color space with option to recognize the texture color space from the file name
  • Improve precision when rendering large scenes
  • MikkTSpace support for tangent normal maps
  • New version notifications in the VFB2 and render settings About section
  • Include the V-Ray AppSDK Python binding with the installation

V-Ray Asset Browser

  • A material library browser utility for the V-Ray Material Library

V-Ray Material Library

  • Add material library downloader working both standalone and as part of the installation

V-Ray Material Preview

  • Render the material previews with a custom .vrscene

VRayMtl

  • Add Coat and Sheen layers
  • Add simple presets

VRayHairNextMtl

  • Add simple presets

VRayCarPaintMtl2

  • Add new car paint material with more precise flakes filtering and reduced memory usage

VRayUVWRandomizer

  • Add a texmap that should be used solely with the VRayBitmap’s and VRayTriplanarTex’s mapping source input with stochastic tiling support

VRayMultiSubTex

  • Add randomized hue, saturation and gamma variance options
  • Add new Random by Face material ID/Object ID/Element modes

VRayBitmap

  • Rename VRayHDRI to VRayBitmap

VRayCompTex

  • Add new blending modes Color Shift, Color Tint, Blend Alpha Straight, Blend Alpha Premultiplied

VRayTriplanarTex

  • Ability to be used as Mapping source for VRayBitmap

VRayPointCloudColor

  • Add a map that supports PointCloud Color Channel

VRayLightSelect

  • Support for environment lighting

Installer

  • New installer experience with integrated bundled products: Chaos License Server, Chaos Cloud client and V-Ray Material Library

V-Ray GPU

  • Add support for Out-of-Core codepath
  • Support for 2D displacement
  • Rendering of Phoenix FD Particle Shader in Fog mode
  • Add support for OSL shaders
  • Add support for Cellular map
  • Add support for BerconTiles and Bercon Wood maps
  • Implement a per-device GPU memory tracker
  • Resumable rendering with progressive sampling

V-Ray Next, Update 3.2

Date – Apr 09, 2020

DownloadBuild 4.30.02

New features

V-Ray

  • Support for 3ds Max 2021
  • Support for “Bake to Texture” in 3ds Max 2021

Modified features

V-Ray

  • Improve performance scaling with 2nd gen Epyc dual 64-core setups 128 and more threads
  • Look for the XML file with the view graph for viewport IPR relative to the vrenderNNNN.dlr file location

VRayScene

  • Matte and Visibility control;

VRayOSL

  • Add the ability to connect an OSL triple float output to a OSL single float input

VFB

  • Add MaxScript control for Test resolution through vfbcontrol

.vrscene exporter

  • Update SettingsPresenZ export

Bug fixes

V-Ray

  • 3ds Max frame buffer has the same resolution as VFB regardless of the “Get resolution from Max option”
  • Any click on the Light Cache preset dropdown changes the mode
  • Crash after baking to texture in 3ds Max 2021
  • EXR metadata in the VRayOptionRE is not saved with deep images
  • Fume FX render elements are missing in V-Ray renders
  • vRandom crash when rendering scene with VRayFur
  • vTiled EXR textures cause specific scene to render considerably slower compared to 4.1
  • VRayRenderID by node handle is not saved correctly in deep EXR output
  • Wrong 3ds Max Render output JPEG image with Test resolution

V-Ray, V-Ray GPU

  • Incorrect internal reflection in glass when glossy Fresnel is enabled

V-Ray IPR

  • Deleting/updating VRayInstancer or assigned materials won’t cleanup material-clones-bindings and would lead to crash

V-Ray GPU/V-Ray Cloud

  • Anima AXYZ no animation when exported to vrscene
  • BerconMapping doesn’t render properly when exported to Standalone
  • Different result for BerconNoise in Standalone with some combinations of Noise
  • Function and Fractal
  • Tile UV mapping of the Bercon tile is not rendered properly
  • VRayMtlID render element renders black

V-Ray GPU

  • Bucket rendering produces black output when AA Filter size drops below 1.41
  • Crash when rendering VRMesh files with more than 16 mapping channels
  • Crash with VRayLightMtl with Direct illumination enabled, applied to tySpline
  • Crash with VRayEnvironmentFog when switching from bucket to IPR between consecutive renderings
  • Rendering on GPU with NVLink spanning more than 2 cards results in a crash
  • vVRayMtl is missing glossy reflections on the back side if “Reflect on back side” is enabled

V-Ray Standalone

  • -skipExistingFrames breaks file output to current directory
  • -skipExistingFrames creates extra files in animation

VRayEnvironmentFog

  • Artifacts with custom geometry fog gizmo in a specific scene
  • Can not render with VRayNoiseTex used as density map
  • Renders significantly slower with Scatter GI in V-Ray Next

VRayFastSSS2

  • Material does not compose back to beauty properly
  • VRayLightSelect in full mode does not match beauty pass when diffuse amount is above 0

VRayGLSL

  • Float to int vector casts in shaders lead to crashes
  • Incorrect matrix multiplication results
  • Missing return statements in non-void GLSL functions lead to crashes

VRayMtl

  • 100% white Opacity Map affects material Reflections

VRayOSL

  • Crash in material editor preview rendering after editing OSL texture from MaxScript
  • Crash with Bitmap texture vrayattached to VRayOSLTex while exporting for V-Ray GPU

VRayScene

  • Compiling geometry time is increasing with each frame in animation rendering with V-Ray Standalone

VRayVolumeGrid

  • Volumetric rendering slow-down with Volume Light Cache enabled with V-Ray memtrackerv

V-Ray Next for 3ds Max v4.30.01

Date – Dec 19, 2019

Download – Build 4.30.01

Modified features


V-Ray

  • Print a warning when having memory frame buffer disabled and no output directory set

.vrscene exporter

  • Export Check for missing assets option

Installer

  • Update Chaos License Server to 5.3.0 if needed

 

Bug fixes


V-Ray

  • Artifacts with the Adaptive dome and trace sets
  • Bitmaps are not loaded for VRayInstancer in IPR if its source object is hidden
  • Thousands of warnings for invalid geometric normal flood on geometry shaded with hair material

V-Ray GPU

  • Bitmaps are uploaded on every IPR update
  • Crash in IPR with On-demand mip-mapping mode when a Bitmap is linked to VRayMtl’s Self-illumination
  • Crash with RTX in IPR mode when VRayFur source geometry is deleted
  • CUDA error 700 with UDIM textures for the last tiles
  • High CPU usage when rendering with RTX on
  • Incorrect VRaySpecular render element with VRayHairNextMtl (regression since 4.30.00)
  • IFL textures do not load properly in IPR when OptiX on demand textures are used
  • Incorrect normals calculation with VRayMtl’s Displacement
  • Show “Camera Map Per Pixel” map as compatible
  • Square artifacts in specular element in bucket mode with specific scene
  • Square artifacts with adaptive dome light
  • V-Ray Light Lister causes IPR to render black in specific scene with Skylight

V-Ray GPU/V-Ray Cloud

  • VRayALSurfaceMtl General and Diffuse bump maps render the illuminated parts darker

VFB

  • Main window closes after IPR stop with 3ds Max 2016 and older (since 4.30.00)

VRayHDRI

  • The “Filter mult” parameter has no effect on bump maps

VRayOrnatrixMod

  • Crash with motion blur and dynamic tessellation

VRayALSurfaceMtl

  • No Caustics received when sss mix is set to 1
  • Artifacts with Adaptive lights and Caustics

V-Ray Next, Update 3

Date – Nov 19, 2019

Download – Build 4.30.00

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
  • Add support for disabled “Memory frame buffer”
  • 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
  • Allow UVW coordinates to be controlled through another map
  • 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
  • Add “Animation” and “Still” presets for the Light cache
  • Change the default values of the Progressive image sampler: Render time – 0; Noise threshold – 0.01
  • Multi-threaded execution of OpenEXR compression and decompression to improve performance
  • Update Embree to v3.2.0
  • Update OpenEXR to v2.3.0
  • Render Raytrace material as black to mitigate problems with it

V-Ray IPR

  • Add GI contribution to the Isolate Selected objects in Debug Shading

V-Ray GPU

  • Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes
  • Implement debug shading for selected sub-materials
  • Improved user-defined shaders (GLSL, MDL etc.) compilation
  • Optimize mesh transfers to multiple devices

V-Ray Cloud/V-Ray Standalone

  • Optimize rendering of Multi/Sub-Object material

VRayALSurfaceMtl

  • Implement bump shadowing
  • 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
  • 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
  • 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
  • Add sliders for Lens effects’ “Intensity” and “Threshold” parameters
  • Enable setting of the render region via MAXScript outside the default resolution before rendering
  • Read the saved window position only for the initial render and use the last valid position afterwards
  • 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
  • Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it
  • Artifacts with Adaptive dome and VRayToon
  • Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode
  • Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode
  • Compositing results don’t match with matte reflections if “Consistent lighting elements” is enabled
  • Lighting elements are not propagated through refractions with “Consistent lighting elements” enabled
  • Matte objects are present in the alpha channel when rendered through refractive objects
  • Memory tracking “GI” tag replaces “Misc.” when rendering with Global illumination
  • Physical Material with black reflections has dark outlines
  • The UI menus are active during rendering in 3ds Max 2020
  • Unhandled exception when having a PF Source with Mapping Object operator
  • Using camera clipping planes makes the dome light invisible
  • VRayEdgesTex always draws hidden edges when used as displacement texture
  • Wrong 3ds Max Render output JPEG image with Test resolution

V-Ray/V-Ray GPU

  • Artifacts with Adaptive dome light with “affect reflections” disabled

VRayProxy

  • Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising
  • Face/Material IDs are offset with one when loading Alembic files

VFB

  • Wrong resolution when rendering a sequence with Test resolution and DR
  • Certain integer render elements are not displayed when loading EXR files
  • Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR
  • History details comment is drawn over the previous one if changed via MAXScript
  • The scrollbar in the Color Corrections window hides some of the text
  • UI is not responsive with ICC color correction during IPR with V-Ray GPU

V-Ray IPR

  • Crash when adding materials with VRayHDRI to a material library
  • Crash while scrubbing the timeline with VRayLightMtl in the scene
  • Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on
  • Crash with VRaySky texmap and Hair and Fur
  • Debug Shading’s Isolate Selected mode doesn’t work correctly for objects with opacity
  • Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro
  • Starting production rendering during Viewport IPR causes endless Light cache phase
  • Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination

V-Ray GPU

  • Artifacts when using Metalness with Glossy Fresnel
  • Artifacts with Adaptive dome when objects are excluded from shadow casting in the light
  • Artifacts with VRayALSurfaceMtl and Adaptive lights v2
  • Bounding Box artifacts when rendering a VRayVolumeGrid
  • Crash with hidden faces on subdivided geometry
  • Crash during render with volumetrics
  • Crash on stop during Light cache phase
  • Crash when cancelling the render for scene with lights include/exclude lists
  • Crash when using VRayClipper on an object with material containing VRayCurvature map
  • defocusAmount denoise element is not generated with a standard cameras
  • Gaussian image filter doesn’t match the CPU one
  • Hidden edges of VRayEdgesTex is always on with VRayProxy
  • Hidden faces are being rendered during Light cache preview, creating wrong lighting
  • IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop
  • Light cache doesn’t work with DOF and perspective camera
  • Nested refractive volumes are rendered wrong
  • Noisier results with Adaptive lights compared to Light tree
  • NVLink GPU allocations only done for Dynamic geometry
  • Optimized distance estimation for geometry heavy scenes
  • Random crash with tiled bitmaps
  • Refractions are rendered darker since V-Ray Next, Update 2
  • Unhandled exception when baking texture of a mesh with degenerate UVs
  • VRayVolumeGrids are not rendered correctly in VRayNormals render element

V-Ray Cloud/V-Ray Standalone

  • Extremely slow light cache for scenes with displacement texmaps
  • 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
  • Memory leak with 2D displacement
  • 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
  • Diffuse component should go in it’s respective render elements
  • 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
  • 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
  • Bucket artifacts with user attributes
  • Crash in microfacet(“ggx”) when roughness is greater than 0.0
  • Crash when detach and reattach a sub-texmaps
  • Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone
  • OSL string mapper widgets should be displayed as dropdown choices
  • Tooltips for combo boxes and extra texture buttons can become too wide
  • Tweak’s min/max metadata inhibits changing parameter values
  • 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

VRayScannedMtl

  • Crash when loading a scene while the compact material editor open
  • 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
  • Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone
  • 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

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
  • Crash when exporting Forest Pro multiple instances with the same Surface with Boundary checking set to Edge
  • Disabled VRayVolumeGrids in Volumetric mode are still exported
  • Forest Pro object with VRayDisplacementMod is not exported to .vrscene file
  • Negative displacement through textures is not exported properly
  • OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone
  • Random velocity data is exported for Forest Pro instances when camera is specified
  • Some VRayMDL asset paths are not exported
  • Support for animated visibility range of VRayAerialPerspective
  • The VRayVolumeGrid’s “lightsmultself”, “gridreduct” and “mbgrid” parameters are not exported to *.vrscene
  • VFB Color Corrections are exported even when disabled
  • Wrong UVWs in scenes with OSL

Installer

  • VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden

What’s new in V-Ray Next for 3ds Max, Update 2

Date – June 05, 2019

Download – Build 4.20.00

New features

V-Ray Cloud

  • Indirect light select modes support

V-Ray GPU/V-Ray Cloud

  • Support for Substance 2 maps

V-Ray GPU

  • Add support for VRayCurvature texture
  • Support for VRayDistanceTex
  • VRayALSurfaceMtl shader support

V-Ray IPR

  • Overlay progress notifications in the Viewport IPR

V-Ray/V-Ray GPU

  • Debug Shading with various modes during IPR
  • Hash map based light cache
  • Native rendering of Corona scatter instances

V-Ray

  • Add V-Ray memory tracking support
  • Baking elements support for opacity map when doing projection baking
  • Implement barycentric mode in the VRaySamplerInfoTex

VFB

  • Ability to do test renders at lower resolution
  • Add keyboard shortcuts for mouse actions in IPR

VRayOSL

  • Implement the 3ds Max OSL shading graph support

VRayToonMtl

  • Add V-Ray’s Cel shader implementation support

VRayVolumeGrid

  • Add support for V-Ray GPU render elements: VRayNormals, VRaySamplerInfo, VRayZDepth, VRayVelocity, VRayGI, VRayDiffuseFilter, VRayShadows, VRayObjectID, VRayRenderID
  • Modulate or replace the Fire Opacity with a texture in “Use Own Opacity” mode

Modified features

.vrscene exporter

  • Disable 3ds Max UI updates to avoid slowdown with animation export due to redrawing heavy scenes
  • Nozon PresenZ plugin parameters export
  • Optimize export time with particle systems
  • Support for pixel aspect ratio

V-Ray Bitmap to VRayHDRI converter

  • Should be usable through MAXScript
  • Use maketx instead of img2tiledexr by default

V-Ray Cloud

  • Add a warning when using VRayAmbientLight and Adaptive Lights

V-Ray GPU

  • Add UI for resumable rendering with GPU bucket sampler
  • Add an option to save color corrections for the raw image output
  • Add support for VRayExtraTex exclude/include lists
  • Improve Light Linker memory efficiency
  • Remove OpenCL engine from the UI
  • Support for multiple map channels for bitmaps in VRayGLSL

V-Ray Toolbar

  • Add the “Submit to Chaos Cloud rendering” as separate button

V-Ray

  • Add a warning when there are render elements with filtering off and Progressive sampler as they are incompatible
  • Check for version compatibility between the DR servers and client
  • Displacement/subdivision tessellation outside the camera frustum should be coarser (reduces memory usage)
  • Display a warning when using Auto Exposure/White Balance with Region Render or Render Mask
  • Faster production IPR with complex scenes
  • Improve loading time for scenes with many V-Ray lights
  • Improved sampling for scenes with many light sources
  • Mitigate Windows freezing while rendering
  • Move the Authorization and About rollouts to the Settings tab
  • Optimized memory usage for scenes with many disc lights
  • Print a warning if the VRayLog.txt file is written to C:\ or unaccessible path
  • Print a warning when using the irradiance map with full light select elements
  • Remove writing of V-Ray shade maps
  • Update to Alembic 1.7.10
  • Use lower resolution on HiDPI displays with Viewport IPR

V-RayMtl

  • Better shadow terminator with strong bump maps
  • Remove the highlight glossiness slots from UI in Slate Material Editor and disconnect the texmap
  • Use the Oren-Nayar model for diffuse roughness

VFB

  • Ask to save the current modified scene when using the Open Scene command from History

VRayGLSL

  • Increase the number of texture channels to 16
  • Speedup compilation of shaders

VRayHairMtl

  • Add support for “Position along strand absolute” mode

VRayLight

  • Dome lights should be adaptive by default

VRayMDL/VRayGLSL/VRayOSL

  • Implement an output selector for OSL
  • Improved initial rollout states

VRayMDL

  • Use GGX as fallback for unsupported microfacet BRDFs

VRayOSL

  • Support for shaders that use the trace() OSL function in the 3ds Max OSLMap texture

VRaySamplerInfoTex

  • Extend VRaySmaplerInfoRE with tangent and bitangent in uv space

VRayShadowMap

  • Deprecate for future use

VRayVolumeGrid

  • Show the mesh preview together with the voxel preview when both are enabled
  • Speed up preview of AUR cache files by reading the grid channel data min-max range from their metadata
  • Support for OpenVDB 5

Full Release Notes

 

What’s new in V-Ray Next for 3ds Max, Update 1.2

Date – Mar 27, 2019

Download – Build 4.10.03

New features

V-Ray

  • Initial support for 3ds Max 2020

Modified features

V-Ray

  • Support for IES files containing the comma (“,”) symbol in the light’s description

Bug fixes

V-Ray

  • Blowup and Auto Region Selected produce stretched results
  • Crash when exporting vrscene to a non-existing directory
  • Direct light selects are always propagated through refractions
  • Drop action should fall back to default
  • MaxScript error occurs with viewport menus when V-Ray is downgraded to an older version with no viewport IPR support
  • Separate VRayCryptomatte REs names are not exported to .vrscene
  • Wrong keyframes export to .vrscene, breaking animation rendering

V-Ray GPU

  • Viewport IPR has wrong perspective when switching the active viewport from orthographic projection
  • VRayDenoiser is not always applied on the complete pass
  • VRaySamperInfo render element is not exported
  • Wrong Object XYZ texture mapping for Volume grids rendered

VFB

  • Color corrections panel is missing when is maximized during IPR session
  • Lightness color correction with values close to zero lead to artifacts in Lens Effects results

VRayPhysicalCamera

  • Vertical shift is reset in the viewport preview

VRayProxy

  • “Expand # to frame number” doesn’t work in the viewport

VRayVolumeGrid

  • Volume grids loaded from OpenVDB caches that contain internal rotation render clipped with V-Ray GPU

.vrscene exporter

  • Crash when trying to export vrscene to a non-existent folder
  • Decimal separator changes randomly on every export in a specific scene

Installer

  • Silent uninstall does not work for V-Ray Next

What’s new in V-Ray Next for 3ds Max, update 1

v4.10.01
Date – 29 November 2018
Download – Build 4.10.01

New Viewport IPR & Improved Interactivity

Keep working while you render with fast new viewport IPR. Interactivity in V-Ray IPR on CPUs is now faster and supports atmospheric effects.

New Lens Effects

New glare and bloom lens effects have been fully redesigned to be faster and more accurate.

GPU Bucket Rendering

Faster multi-GPU performance on workstations and distributed rendering, plus added support for Cryptomatte render elements.

GPU Fast Fog

Faster, better sampling of environment fog helps you quickly add depth to any scene with V-Ray GPU.

GPU Dispersion

Now available in V-Ray GPU, render highly accurate light refractions that split into their component colors.

Rolling Shutter

Emulate the warped motion blur effects common in digital video and cell phone cameras.

Glint & Glitter Hair Controls

The V-Ray Physical Hair material adds new Glint and Glitter controls for better highlights.

Improved Lighting Render Elements

Improved lighting passes provide consistent, artifact-free results that are independent of light sampling as well as better support for the Adaptive Dome Light.

Enhanced Color Corrections

VFB color corrections (incl. Background and LUT) can be saved with the final render as raw .vrimg or OpenEXR files. LUT strength can also be controlled.

Improved V-ray Cloud Support

Improved V-Ray Scene export adds support for more features when rendering on V-Ray Cloud. Now in Beta. Learn more

 

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