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v5.00.21 Chaos Group V-Ray for Maya

Review:

Chaos Group V-Ray for Maya
   

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Chaos Group V-Ray

The world's most complete rendering software for animation and visual effects.

For 3D artists who need a fast and flexible renderer, V-Ray is built for speed, and designed for production. No matter the project, V-Ray delivers when it matters most.

Chaos Group V-Ray 5 for Maya is the complete 3D rendering software for animation and visual effects. Composite renders, incorporate Light Path Expressions, and interactively relight your scene in the new V-Ray Frame Buffer. Randomize your textures for seamless tiling and get a massive speed boost with the all-new V-Ray Proxy node.

V-Ray 5 helps you save time and make your renders look even better — both on the CPU or GPU.

Chaos Group V-Ray 5 for Maya Overview

Academy Award-winning rendering technology.

V-Ray is a production-proven. For more than a decade V-Ray has been used by the world’s leading studios to render over 300 television series and feature films. In 2017, V-Ray’s ray tracing technology received a Sci-Tech Academy Award for its contribution to photorealistic visual effects.

High-powered rendering at any scale.

Take full advantage of your hardware with production rendering that scales on multiple CPUs, GPUs, or both. You can even render a single image across multiple machines with distributed rendering.

Seamless integration with your pipeline.

V-Ray works seamlessly with Maya and your studio pipeline. ACEScg support is new in V-Ray 5, joining other industry standards like Alembic, OpenVDB, and OpenColorIO. Your favorite Maya plugins are also compatible, including Golaem, Massive, Ornatrix, Phoenix FD, and Yeti. Easy to deploy and customize.

V-Ray is easy to deploy on any Windows, macOS, or Linux network. V-Ray licenses are floating and can be centrally served and locally checked out. And V-Ray Standalone allows for headless rendering across your render farm.

V-Ray for Maya also includes two software development kits to customize your rendering workflow. For example, you can write custom shaders with the V-Ray SDK (C++) or build custom pipeline tools with the V-Ray App SDK (Python).

New Features in Chaos Group V-Ray Next for Maya

Powerful new features that go beyond rendering

Fast-forward your creative workflow


Quality

Production-proven ray-traced rendering with a full suite of tools to create professional photoreal imagery and animations.

Power

Built to handle the absolute toughest projects and largest scenes.

Speed

Multicore CPU and GPU-accelerated rendering engines for optimized speed and scalability.

Creative Control

Real-time look development with interactive lighting, shading, and rendering.

Smart Integration

Integrated seamlessly into Maya and designed to fit any production pipeline.

An Industry Standard

Top artists and studios rely on V-Ray for Maya to create award-winning animation & visual effects.

Additional Render Nodes

Purchase Additional Render Nodes Here

Rental Nodes

Annual Monthly

V-Ray for Maya Key Features

Rendering

V-Ray’s powerful CPU and GPU rendering is built to handle the toughest projects and demands of high-end production.

  • CPU, GPU or hybrid rendering, Distributed rendering, Resumable rendering, Denoising, Debug shading, Memory tracking, Light mixing, Layered compositing

Lighting & Illumination

V-Ray helps users create the highest quality renders possible. It analyzes а design according to its actual lighting and the true reflections and refractions of its materials. You can choose from a variety of lights.

  • Adaptive lights, Accurate lights, Global Illumination

Camera and Optical Effects

V-Ray supports any commonly used camera type options. V-Ray also has additional advanced controls for camera effects.

  • Lens effects, Point & Shoot camera, Photorealistic cameras, VR

Materials

V-Ray supports a versatile selection of materials to achieve different looks — from simulating simple surface properties like plastics and metals to complex uses such as translucent objects, subsurface materials like skin and light-emitting objects, or non-photo real toon shading.

  • Physically-based materials, Unique shaders, AlSurface material, Physical Hair material, Metalness, V-Ray Toon shader, Shading languages, VRscans, Material presets

Textures

A wide variety of memory-efficient textures are also available to use with V-Ray materials. V-Ray has all the texturing capabilities required for production rendering.

  • Memory-efficient textures, Triplanar mapping, Texture randomizations, Texture baking

Geometry

There are different ways V-Ray can create and modify geometry objects in a scene, including primitives and procedural geometry, proxy objects, particle instancing, volume grids, etc. The new VRayProxy object adds speed to both the workflow and the rendering.

  • Proxy objects, Layered alembic support, VRayscene assets, Hair & Fur, Rounded corners, Specialty geometry

Atmospheric and Environmental Effects

The atmospheric and environmental effects in V-Ray simulate fog, atmospheric haze, and participating media for a number of image effects.

  • Volume rendering, Aerial Perspective, OpenVDB, Field3D, Phoenix FD caches.

Render Elements

With V-Ray, users can choose from nearly 40 unique beauty, utility, and matte passes to give them more control over their rendered images in compositing.

  • Light Path Expressions, Light Select, Render Elements, Cryptomatte

Please note

All V-Ray 5 features are supported equally on V-Ray and V-Ray GPU In addition, V-Ray GPU now supports 2D displacement, OSL textures, memory tracking and provides an initial out-of-core implementation for geometry.

 

Please make sure that your system fulfills these requirements before installing V-Ray. Note that V-Ray is only supported for 64 bit operating systems and 64-bit versions of Maya.

V-Ray for Maya 5 System Requirements: Windows

Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)
RAM4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file;

(Actual amount required will vary with scene requirements.)
USB PortRequired for customers using legacy hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 required for distributed rendering is supported. IPv6 is currently not supported
GPU AccelerationNVIDIA CUDA: Maxwell-, Pascal-, Volta- and Turing-based NVIDIA card(s) with with latest recommended video driver or at least version 441.28;

NVIDIA RTX: RTX cards with latest recommended video driver or at least version 441.28;

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta or Turing-based NVIDIA card with latest recommended video driver or at least version 441.28

The minimum required compute capability is 5.21

 

The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.
Version of Maya Supported Operating System
Maya 2016Windows ® 7 SP1, Windows ® 8.1 Professional, and Windows ® 10 Professional
Maya 2017Windows ® 7 SP1, Windows ® 8.1 and Windows ® 10 Professional
Maya 2018Windows ® 7 SP1, Windows ® 8.1 and Windows ® 10 Professional
Maya 2019Windows ® 7 SP1, Windows ® 8.1 and Windows ® 10 Professional
Maya 2020Windows ® 7 SP1, Windows ® 8.1 and Windows ® 10 Professional

V-Ray for Maya 5 System Requirements: Linux

Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)
RAM4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
USB PortRequired for customers using legacy hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 required for distributed rendering is supported. IPv6 is currently not supported
GPU AccelerationNVIDIA CUDA: Maxwell-, Pascal-, Volta- and Turing-based NVIDIA card(s) with the latest recommended video driver or at least 440.36;

NVIDIA RTX: RTX cards with latest recommended video driver or at least version 440.36

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta or Turing-based NVIDIA card with latest recommended video driver or at least 440.36

The minimum required compute capability is 5.21

 

The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.
Version of Maya Supported Operating System
Maya 2016 Red Hat ® Enterprise Linux® 6.5 WS, or CentOS 6.5
Maya 2017Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 6.5 and 7.2
Maya 2018Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 6.5 and 7.2
Maya 2019Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 7.2
Maya 2020Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 7.2

V-Ray for Maya 5 System Requirements: Mac

Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)
RAM4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
USB PortRequired for customers using legacy hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported

 




Please note:



V-Ray GPU works only with C++/CPU devices under macOS. V-Ray GPU can still be used in distributed rendering where a macOS machine runs the CUDA engine on a CPU device together with Windows/Linux machine(s) running CUDA engine on GPU device(s).





 


The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.
Version of Maya Supported Operating System
Maya 2016.5Apple ® Mac OS ® X 10.14, 10.13, 10.12, 10.9.5, 10.10.x, and 10.11.3
Maya 2017Apple ® Mac OS ® X 10.14, 10.13, 10.12, 10.10.5 and 10.11.x
Maya 2018Apple ® Mac OS ® X 10.14, 10.13, 10.12, 10.10.5 and 10.11.x
Maya 2019Apple ® Mac OS ® X 10.14, 10.13, 10.12 and 10.11.x
Maya 2020Apple ® Mac OS ® X 10.14, 10.13, 10.12 and 10.11.x

 

* The Autodesk Maya system requirements can be found here page: http://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/System-requirements-for-Autodesk-Maya.html

For additional information on hardware, see the Hardware Recommendations article.

 

Notes

1CUDA compute capability and card reference

V-Ray 5 for Maya

Download

New features

Installation

  • Embed the License Server and the Cloud Client installations in the V-Ray for Maya installer
  • Integrate the new installer in V-Ray for Maya

VFB

  • New VFB with light mix and compositing capabilities
  • Old VFB can be re-enabled with VRAY_VFB2_ENABLED=0 environment variable

V-Ray

  • Added LightMix render element in Maya
  • Added new render elements for VRayToonMtl
  • Added JSON-formatted Light Select metadata to EXR files
  • Added render elements presets based on intended compositing workflow
  • Implemented blue-noise optimization for the DMC sampler
  • Implemented “Improved” sky model
  • Improved post translate Python script control
  • Light Path Expressions
  • LPE boolean operations ^, &, | and – on expression
  • Support ACEScg renderer color space

VRayProxy

  • New VRayProxy node

VRayMtl

  • Added a clear coat layer to VRayMtl
  • Added a sheen layer to VRayMtl

VRayBlendMtl

  • VRayBlendMtl with dynamic layers

VRayDomeLight/V-Ray GPU

  • Ground projection for Dome Lights

V-Ray GPU

  • Added support for Cryptomatte mode by Node Material Name
  • Initial support for Out-of-Core codepath
  • Initial Matte Next implementation
  • Per-device GPU memory tracker
  • Support for Environment and Self Illumination contribution for Light Selects
  • Support for the Spline interpolation types of Maya ramps
  • Support for Random by Name mode of VRayMultiSubTex
  • Support for the Secondary matte projections on the GPU
  • 2D Displacement support

V-Ray Denioser

  • Denoising devices can now be selected with an environment variable

VRayVolumeGrid

  • Maya Mesh support for Cached Playback in Maya 2019 and 2020

V-Ray Scene Converter

  • Convert lights for V-Ray

Modified features

VRayProxy

  • Added an option to export full path names for proxies
  • Automatic conversion to the new VRayProxy node
  • Check if the folder where the proxy will be saved exist before the export starts
  • Enabled “Optimize for instancing” for proxy export by default
  • Renamed the “One voxel per mesh” label for proxy export to “Optimize for instancing”
  • Renamed -vrscenePreview to -vrsceneWholeScene in the ply2vrmesh option list
  • Speed up the proxy export

V-Ray

  • Light evaluation UI improvements
  • GI settings clean up
  • Cleaned up the Light Cache settings
  • Improved access to often used items in V-Ray menu
  • Removed “Generate render elements” option from Denoiser Render element UI
  • Enabled texture cache by default
  • Added support for Sheen and Coat parameters in VRayMtl to material importer
  • Removed the Auto Volume Shader option for Maya Fluids
  • Removed the Embree settings from the UI
  • Removed the skylight portal options for lights
  • Removed the Irradiance Map GI engine
  • Removed the Linear Workflow option
  • Enabled GI by default
  • Cleaned up the UI for lights
  • Removed the V-Ray Quick Settings
  • Removed the local subdiv settings and use automated shading sampling
  • Do not adjust intensity when changing light units for mesh lights
  • Improved drag and drop default connections onto the V-Ray Mtl material override extra attrbites
  • Added support for V-Ray list parameters in VRayPluginNode
  • Faster instancer export
  • VRayScene: Render Stats / Wrapper for Instancer2
  • UserAttibuteValue should not truncate integers larger than 24 bits
  • Volumes in VRaySwitchMtl should only use the volume plug
  • Removed V-Ray Swarm from the UI
  • Bitmap filenames from user attribute tags should not append project path

V-Ray GPU

  • Make V-Ray GPU use the memory of the Meshes directly from V-Ray containers without copying
  • Implement picking objects/materials for Optix
  • EXR and TIFF files are now referenced in memory based on hash metadata
  • Ability to enable or disable the global hair tree
  • Added support for instancing hair on GPU
  • Faster first startup on multi-GPU machines
  • Reduced memory usage when using RTX
  • Improved volume intersection and shading
  • Added log messages for NVLink usage
  • Updated the volumetric rendering on V-Ray GPU to be able to handle Volume grid and Environment Fog primitives simultaneously
  • Improved time-to-first-pixel when there’s lots of nodes with user attributes
  • Reduced memory usage with OptiX when rendering with bucket sampler and on-demand textures

VRayProxy/ V-Ray IPR

  • Improved responsiveness when moving proxies in IPR

VRayHair3Mtl

  • Removed VRayHair3Mtl

VRayMtl

  • Energy preserving Metalness for colored reflections
  • Removed the exit colors and soften edge advanced options from VRayMtl

VRayToonMtl

  • Removed soften edge and exit colors from VRayToonMtl

V-Ray IPR

  • Removed the out-of-process IPR option

Viewport 2.0

  • Apply color management for file textures connected to lights in Viewport 2.0
  • Removed the Viewport display options for textures of lights

VRayFastSSS2

  • Removed the front and back lighting options from VRayFastSSS2

V-Ray/VRayProxy

  • Improved proxy loading performance
  • Improved alembic import times

VFB

  • Collapse the individual color corrections rollouts by default

VRayLightMtl

  • Greyed out the compensate exposure option of LightMtl when direct illumination is enabled

VRayVolumeGrid

  • Added support for explicit texture coordinates for the Texture sampler in Maya/Standalone

Bug fixes

V-Ray

  • Fixed slower render when started by clicking the VFB “render last” icon
  • Fixed wrong bounding boxes on VRayScene preview
  • Fixed new hair material not being affected when AcesCG color space is selected
  • OSX: Fixed Installer failing to remove firewall exception
  • Fixed artifacts with the adaptive dome light in the attached scene
  • Fixed wrong object translations with flipAxis enabled in the VRayMesh preview
  • Fixed very high memory usage when playing with VFB color corrections and the vfbControl command
  • Fixed wrong VRaySun viewport preview when parent transform is scaled
  • Fixed fatal error when rendering a refractive material in a specific scene
  • Fixed OSL shader not taking into account the connected multiplyDivide node
  • Fixed importing plugin object parameters for VRayPluginNode not working
  • Fixed skipExistingFrame breaking the dome light texture when the first frame exists
  • Fixed having V-Ray AppSDK installed prevents python in V-Ray for Maya working
  • Fixed rendering hair ignoring per vertex map channels
  • Fixed using uninverted normal bump option resulting in strange/wrong rendering
  • Fixed error for swatches of file textures with filenames containing tags
  • Allow longer names of render elements when saving in a .vrimg file from the VFB
  • Fixed user attribute syntax with spaces around attribute name not working
  • Fixed segmentation fault with alembic file on Linux
  • Fixed instanced hair crashing when using VRayHairMtl
  • Fixed error on importing vrscene with vrscene in geometry mode inside
  • Fixed the Locator scale parameter not working on sphere and rectangular V-Ray lights in Viewport 2.0
  • Fixed V-Ray could crash if reading maximum memory snapshot after plugins have been unloaded

V-Ray GPU

  • Fixed crashes when rendering with CUDA CPU
  • Fixed crashes when rendering with OOC and a dynamic mesh has velocity channel
  • Fixed crashes if it fails to initialize devices
  • Fixed crash during vray mesh export
  • Added support for more than 8 light select render elements when using light cache
  • Improved GPU loading time on scenes with many materials
  • Do not allow NaN colors read from EXR files into the renderer
  • Fixed wrong hue shift when using the colorCorrect node in Maya
  • Fixed random crashes when there is a particle system in the scene
  • Fixed Gamma and Alpha controls in the Maya colorCorrect texture not working on the GPU
  • Fixed crash with VRayBlendMtl additive option
  • Fixed crash when rendering very tiny hairs with length close to zero
  • Fixed rendering on GPU with NVLink crashing in specific scenario
  • V-Ray may crash when rendering with GPU and the GPU fails during initialization
  • Difference between Full Light Select RE and RGB with VRayFastSSS2
  • V-Ray standalone prints garbage on the first progress print
  • Artifacts in consecutive renders after modifying texture used in both displacement and shading
  • HDR Textures with really high values attached to lights can cause fireflies
  • Material index overflow on GPU causes artefacts in specific scene

VRayALSurface

  • Fixed SSS not computed for VRayALSurface materials seen through glossy refraction

V-Ray IPR

  • Fixed crash with Lens Effects and IPR set to interactive update

VRayBerconNoise

  • Fixed VRayBerconNoise Color1 and Color2 missing in Lookdev Hypershade template
  • Fixed Bercon Noise rendering differently in Maya 2015, 2016, 2016.5 and 2017

VRayProxy

  • Fixed crash with Maya’s Evaluation Cache when changing VRayMesh preview type

VRayMultiSubTex

  • Fixed VRayMultiSubTex not looping through texture ids correctly

V-Ray GPU/VRayBlendMtl

  • Fixed random incorrect render of VRayBlendMtl with sub materials with bitmaps

V-Ray Next, Update 2.2

Official Release

Date – Apr 16, 2020
Download – Build 4.30.02

New features

V-Ray

  • Added V-Ray Scene export through the Maya export menu;
  • Notifications for new V-Ray versions;

VRayScene

  • VRayObjectProperties can now be used with VRayScene objects;

Modified features

VRayMtl/Viewport 2.0

  • Improved viewport performance

Maya Fluids

  • Ability to control the light emission of Maya fluids when rendered with the Phoenix shader;

VRayHairSampler

  • Added output for the distance across the hair width;

Bug fixes

V-Ray

  • Fixed deep EXR always using 16-bit floats;
  • Fixed scene resetting in mayapy when loading V-Ray;
  • Fixed packing to vrscene to work when offline;
  • Fixed a slowdown with the ramp texture with textured ramp positions;

VRayAlSurface

  • “Consider all objects” now only considers other objects with VRayAlSurface applied;

VRayProxy

  • Fixed slow playback of proxies from network share;
  • Fixed V-Ray Proxy not working correctly with named UV sets;

V-Ray IPR

  • Fixed a crash with RTX in IPR in the viewport when no devices are selected for rendering;
  • Fixed a crash with debug shading when adding a texture to a Dome Light;

VRmat

  • Fixed Vrmat not finding assets;

VRayOSLMtl/VRayOSLTex

  • Fixed OSL shader ignoring a connected multiplyDivide;
  • Fixed a crash when compiling OSL on i9 9980XE processors

V-Ray GPU

  • Fixed a crash with GPU IPR with distributed rendering when unhiding an object;
  • Fixed incorrect Anisotropy uvw transformation;
  • Fixed a crash when rendering with NVLink with more than 2 cards;
  • Fixed black render with the Bucket sampler when the AA Filter size is set below 1.41;

XGen

  • Fixed light linking not working for xgen hair with .vrscene cache;

Viewport 2.0

  • Fixed slow Viewport 2.0 performance on OSX;

VRayFastSSS2

  • Fixed back-to-beauty compositing for the VRayFastSSS2 material;

VRayEnvironmentFog

  • Fixed slow rendering with VRayEnvironmentFog with Scatter GI;

VRayMeshLight

  • Fixed slow rendering with MeshLight in animation;

VRayFur

  • Fixed a random crash with VRayFur;

V-Ray GPU/EnvironmentFog

  • Fixed a crash with EnvironmentFog when switching from bucket to progressive rendering;

V-Ray GPU/VRayProxy

  • Fixed a crash when rendering VRMesh files with more than 16 map channels;

VRayVolumeGrid

  • Fixed relative cache paths not working as relative to the Maya project;

VRayRectLight

  • Fixed fireflies when the light shape is set to disc;

V-Ray Next, Update 2.1

Date – Jan 22, 2020

Download – Build 4.30.01

New features

V-Ray

  • Support for Maya 2020
  • Ability to export .vrscene package archive with all asset files
  • A tool for converting materials to V-Ray material

Modified features

V-Ray

  • Ability to add rounded edges V-Ray attributes directly to VRayMtl, VRayAlSurface and VRayBlend materials
  • Improved bucket rendering performance on 128 core NUMA machines

VRayBerconNoise/Viewport 2.0

  • Bercon noise Viewport 2.0 preview is now disabled by default for faster shader compilation

VRayAlSurface

  • “Consider all objects” in the VRayAlSurface material now only considers other objects with VRayAlSurface applied

Bug fixes

V-Ray

  • Fixed crease artifacts in V-Ray subdivision with non-integer crease weights
  • Fixed -skipExistingFrames option not working properly in Standalone
  • Fixed post translate python with overridden VRaySettings node
  • Fixed automatic installation with config file
  • Fixed hash detection for EXRs files from OIIO

VRayBerconNoise

  • Fixed displacement with Bercon noise

VRayLayeredTex

  • Fixed a bug with negative values

Chaos Cloud

  • Abort submitting an incomplete animation to the cloud when the export was aborted by the user

V-Ray GPU

  • Fixed a crash with motion blur on Linux
  • Fixed the GPU Device Select options becoming unavailable
  • Fixed a crash in Standalone on render end with textures with environment variables
  • Fixed a crash in IPR with on-demand mip-mapping for textures connected to self-illumination
  • Fixed artifacts with adaptive dome light
  • Fixed a crash with RTX in IPR with VRayFur when deleting source geometry

V-Ray Next, Update 2

New features include:

  • Full NVIDIA RTX support in V-Ray GPU — Make the most of the game-changing features in NVIDIA’s latest hardware.
  • Hash map-based Light Cache — Take advantage of a new, simpler Light Cache mode with improved animation performance.
  • Dust and Scratches lens effects — Simulate real-world lens effects with procedural dust and scratches.
  • Distance Texture support on V-Ray GPU — Set up your scene’s shaders and render effects based on geometry with V-Ray GPU.
  • Bercon Noise — Newly added support for the popular open-source noise texture.

V-Ray Next, Update 1 Build 4.12.01

New features

V-Ray

  • Improved light sampling on scenes with thousands of lights
  • Added memory tracking options to V-Ray Render Settings
  • Added peak memory consumption in EXR metadata
  • Added an option for consistent render elements for better compositing. Enabled by default on new scenes
  • Faster translation of mesh geometry
  • Added AppSDK with Python binding to installation
  • Added Lighting Analysis Render Element
  • Added efficient instancing for hair with “dynamic hair tessellation” and “stored in global hair tree” disabled
  • Added matte backfaces output to the surfaceLuminance mode
  • Added inverse exposure texture shader for compensating changes in physical camera
  • Command line interface tool for selecting rendering devices
  • Added an option to automatically exit vray -server if idle after a specified amount of time

Cryptomatte/VRayProxy

  • Cryptomatte support for V-Ray Proxy sub-objects

V-Ray GPU/VRayAlSurface

  • AlSurface support on GPU

Chaos Cloud

  • Cloud window allowing direct submit from Maya

VRayLightSelect

  • Added new light select indirect modes

V-Ray GPU

  • Resumable rendering with GPU bucket sampler
  • VRayCurvature support on GPU
  • Support of Glossy Fresnel feature on GPU
  • Added support for CUDA-CPU rendering to the GLSL and MDL plugins
  • Added subpixel mapping checkbox for GPU bucket rendering
  • Support for multiple map channels for TexBitmaps in MtlGLSL
  • Support for the frame offset of the Maya file node when an image sequence is used

Cryptomatte

  • Cryptomatte support for all deep merge modes

vdenoise

  • Ability to apply lens effects in vdenoise

VRayMultiSubTex

  • Added a random “Seed” and “Loop Textures” parameters to MultiSubTex

VRayMtl

  • Added the anisotropy axis and anisotropy derivation controls to the VRayMtl

VRaySun

  • Added the color mode option to the VRaySun

VRayToon

  • Added support for VRayToon in glossy refractions

VRayFastSSS2

  • Added “Color Mode” dropdown in the VRayFastSSS2 material

VRayMtl/V-Ray GPU

  • Self Illumination GI for VRayMtl now visible in GPU-dependent UI

VRayToonMtl

  • Added support for spline interpolation in VRayToonMtl ramps

Misc

  • VRayTriplanar/Viewport 2.0 Triplanar texture projections support for viewport 2.0
  • VRayOSLMtl/VRayMDLMtl Material select support for MDL and OSL

V-Ray IPR

  • Faster updates in IPR when moving heavy geometry

Modified features

VRayProxy

  • Optimized proxy visibility list controls for better proxy node performance in Maya
  • The VRayMeshPreview node will be created during the vrayCreateProxy command, not on an idle callback, making scripting easier
  • Removed unnecessary file reads when loading scene
  • Shader names list generation no longer happens on idle and is now more script-friendly
  • Removed the deprecated “use Maya shader” option from the VRayMesh node
  • Fixed slowdown and many warnings printed when instancing a VRayMesh with missing filename
  • XML material assignment override will now appear in the filepath editor
  • The vrayCreateProxy command will now return a string with the newly created node
  • The Maya Archive cmd will now take into account .vrmesh assets

Cryptomatte/VFB

  • Cryptomatte data channels will not be visible in the VFB, only the preview channel

VRayAlSurface

  • Fixed AlSurface GI contribution going into the SSS channel
  • The global SSS toggle will now affect AlSurface

Chaos Cloud

  • Pre/Post Render MEL scripts are now executed when exporting for Cloud

V-Ray

  • Faster time to first pixel with V-Ray Fur
  • Changed the default frame number separator char to . in PTex baker
  • Automatic conversion from Color to AColor when using -parameterOverride in V-Ray Standalone
  • Added extra attribute for controlling 3dProjection’s number of motion blur samples
  • More informative error messages for image file errors
  • In DR, automatically delete cache_info_portNum.txt on render end if VRAY_LOCAL_CACHE_LIMIT_VALUE=0
  • Fixed inconsistencies with the merge by z-depth mode of deep rendering
  • Temp files are now created with read/write permissions for all users
  • Fixed VRayPlaceEnvTex Ground Projection not respecting Up Vector
  • The Up Vector default value now respects Maya Preferences
  • No longer force-switching to progressive sampler when changing the production engine to GPU CUDA
  • Faster export of user attributes

VRaySoftbox

  • Fixed Softbox not having a swatch preview

VRayMultiSubTex

  • MultiSubTex indexing will start from 1 for new scenes, making randomization work correctly

VFB

  • Save current channel from VFB no longer appends the channel name to the user-defined file name

VRayMtl

  • Fixed some VRayMtl attributes not being listed in the channel box

V-Ray GPU/VRayEdgesTex

  • Show the “Show subtriangles” option in VRayEdges texture on GPU

V-Ray GPU

  • Dome lights will contribute to ZDepthRE

V-Ray IPR

  • More responsive IPR for heavy scenes

Bug fixes

V-Ray IPR

  • Fixed crash when stopping IPR while compiling geometry
  • Fixed crashes when switching the viewport subdivisions ON/OFF while rendering
  • Fixed a crash and wrong subdivision of geometry in specific cases
  • Fixed changed material on instanced object not reflected in IPR
  • Fixed a crash with IPR if rounded edges attribute is added to a mesh-clipper
  • Fixed changing the “Use Image Sequence” parameter in IPR crashing Maya
  • Fixed slowdown with viewport IPR caused by an animation rig
  • Fixed flickering in IPR
  • Fixed unhandled exception in IPR when VRayPlane is shaded with direct VRayLightMtl

VRayAlSurface

  • Fixed incorrect render of ALSurface if lighting render element is enabled

V-Ray

  • Fixed Streak particles having wrong transformation
  • Maya on remote desktop crashes on loading specific file
  • Fixed last user attribute not exported correctly in some cases
  • Maya drag’n’drop: added a special case for Windows file share paths
  • Fixed V-Ray not saving output image when data region is empty
  • Fixed wrong export of referenced render elements in batch
  • Fixed fatal error in some cases when starting DR if the host is not found
  • Fixed V-Ray printing an incorrect success message for writing output image with a missing asset in DR
  • Fixed noisy reflections with V-Ray Next for objects with cast shadows on, but visible in reflections/refractions off
  • Fixed refractive objects rendering darker with photon caustics from a dome light
  • Set a min limit of 1.0 to the AA Filter size
  • Fixed incorrect reporting of primitives with embree hair
  • Fixed crash when enabling/disabling reference scenes while running IPR
  • Fixed OSL crashes on post-Haswell processors
  • Fixed EXR files loaded in the VFB not having their integer REs displayed
  • Fixed slowdown on many-core machines with light linking
  • Fixed flickering of distant light sources with the adaptive lights and many light sources
  • Fixed slower adaptive lights with V-Ray Next compared to V-Ray 3.6
  • Fixed incorrect full light select element with VRayFastSSS2
  • Fixed -velocityAttrName parameter of ply2vrmesh not working for Alembic input files
  • Fixed resuming a bucket render resetting the progress to zero
  • Fixed artifacts with matte (matte for refl/refr = off) and adaptive dome light
  • Fixed super bright lens effects when using the NVidia AI denoiser
  • Fixed crash when enabling Bloom/Glare in the VFB while A/B compare is also enabled
  • Fixed bucket artifacts with adaptive lights
  • Fixed error with AI denoiser “Optix does not support cross-frame denoising”
  • Fixed DR may have watermarks if licenses are unstable
  • Fixed transparent objects with “cast shadows”=off rendering black when there is a VRayDomeLight behind them
  • Fixed “Direct visualization” option for caustics not working
  • Fixed aborting render after the last bucket skips saving img_file, keeping unfinished resume file

Misc

  • SamplerInfo Fixed Sampler Info relative coordinate system not working correctly

V-Ray GPU

  • Fixed crash when baking textures with GPU
  • Fixed wrong rendering of rounded edges in Next GPU
  • Fixed wrong Cryptomatte in animation with V-Ray GPU
  • Fixed Volume Grid crashes with VRayFastSSS2 on GPU
  • Fixed missing secondary reflections on CUDA CPU with Stochastic flakes
  • Fixed VRayClipper not working correctly with disabled clip lights geometry and dome light
  • Fixed buckets different in sampling (noise level) with bucket sampling enabled
  • Fixed unhandled exception loop on specific scene when rendering with IPR and turning off lights
  • Fixed wrong worldNormals RE for SSS material hits in V-Ray GPU
  • Fixed a crash when a V-Ray Fast SSS2 material is used inside a V-Ray Override material
  • Fixed wrong normals of VRayLight Plane in V-Ray GPU normals render element
  • Fixed hybrid rendering failing with AI denoiser
  • Fixed Environment ZDepth color not matching V-Ray CPU
  • Fixed crash on render end
  • Fixed DiffuseFilter render element for FastSSS2 rendered incorrectly with V-Ray GPU
  • Fixed crash with XGen

VRayLightSelect

  • Fixed Light select not respecting alpha of a textured light when the texture is constant

VRayProxy

  • Fixed crashes in proxy export of multiple meshes caused by missing UVs
  • Fixed crash when loading huge alembic file with many color sets
  • Fixed a crash when importing alembic with degenerate faces
  • Fixed XML material assignment file not getting transferred in DR
  • Fixed crash when opening a scene with alembic layers
  • Fixed preview bugs with multiple proxies with different settings pointing to the same file

VRayLightDome

  • Fixed error when using Resumable rendering with Adaptive Dome light

VRayMtl/VRayAlSurface

  • Fixed compositing with BlendMtl not matching Beauty

Viewport IPR

  • Fixed slowdown when Hypershade is opened
  • Fixed slowdown when the “Selection Mode” is set to “Box”

VRayMeshLight

  • Fixed artifacts with LightMesh and LightMtl with EnvironmentFog

VFB

  • Fixed Lens effects settings not resetting on a new scene

VRayScene

  • Fixed crash when V-Ray accesses UV-coordinates from an imported .vscene

 

V-Ray Next, Hotfix 1 Build 4.04.02

Bug fixes

V-Ray

  • Fixed Deep output not working with fragment merge mode set to “Z-Depth”
  • Fixed Deep output not working correctly with fragment merge mode set to “None”
  • Fixed some UI controls missing on objects from referenced scenes
  • Fixed different result between local and remote machines with certain UV setups in DR

V-Ray GPU

  • Fixed artifacts when rendering displacement with VRay GPU
  • Fixed artifacts with Adaptive Lights
  • Fixed a crash in IPR when changing material in specific cases
  • Fixed some lights not shining when more than 65K objects are present in the scene

V-Ray IPR

  • Fixed slow rendering in isolate selected when dome light is deselected
  • Fixed slow Viewport IPR with distributed rendering
  • Fixed Viewport IPR not working in Maya 2016 Windows OpenGL strict profile
  • Fixed artifacts and partial frames in certain cases when playblasting with Viewport IPR
  • Overscan will no longer break Viewport IPR

VRayLightRect

  • Fixed rectangle lights with texture and No Decay turned on emitting too much light

VRayScannedMtl

  • Fixed a crash when rendering with mayapy with Maya 2015

 

What’s new in V-Ray Next for Maya (4.04)

New features

V-Ray IPR

  • Added support for Maya’s playblast feature
  • Isolate selected mode in IPR will now respect selected lights
  • Added support for selecting node groups in isolate selected mode
  • Added support for transformation changes of place3d nodes in IPR
  • Added support for VRaySphereFade and VRaySphereFadeVolume in IPR

V-Ray GPU

  • Bucket rendering now supported with Brute Force GI
  • Added support for dispersion

VRayPhysicalCamera

  • Rolling shutter effect option

Viewport 2.0

  • Preview of VRayHairNextMtl dye color

VRayToonMtl

  • Light blend intensity can now accept textures for better control and rim light effects

VRayScene

  • Added support for user attribute overrides

V-Ray

  • Sample C++ V-Ray plugins buildable with CMake shipped with the V-Ray SDK
  • Added access to vertex colors in GLSL
  • Added a slider for the opacity attribute of VRayLayeredTex
  • Added a search filter option in the Create from V-Ray Plugin menu

V-Ray Menu

  • Added tutorials and documentation links in the V-Ray Menu

V-Ray IPR/GPU

  • Added support for sky model change in CUDA IPR

Modified features

V-Ray

  • Removed the _x64 suffix from environmental variables and made old variables work with a warning
  • Added denoise option to Object select render element
  • V-Ray kSolidFractal will now render the same as in V-Ray 3.6
  • Improved viewport IPR performance in Maya 2016.5
  • Improved loading times of large Alembic files in specific cases
  • Improved build time for embree dynamic geometry
  • Improved VRayToon normal and overlap thresholds range
  • Improved OptiX denoiser error messages

Misc

  • Attributes added in newer V-Ray versions will now show up in older scenes
  • V-Ray viewport buttons will now appear at the beginning of the layout

V-Ray GPU

  • Improved GPU bucket rendering performance
  • Better load balancing for Hybrid rendering with bucket sampler
  • Adaptive Lights support for Brute Force rendering with Bucket sampler
  • GPU-dependent UI for VRayObjectProperties
  • GPU-dependent UI for VRayCarPaintMtl and VRayFlakesMtl
  • GPU-dependent UI for V-Ray lights
  • GPU-dependent UI for MtlWrapper
  • Added device name in the kernel compilation log message

V-Ray Displacement

  • Modified “Keep continuity” option to weld seams at vertices

V-Ray IPR

  • Selection of sub-materials is now considered in debug shading
  • Refresh IPR when VRayMetaball parameters are modified

VRayScene

  • Material override will now affect Instancer

VRayScannedMtl

  • VRayScannedMtl now shows diffuse and bump normals render elements and works better with denoising

VRayProxy

  • Proxy node’s list of shaders was not available to scripts immediately after creation
  • Invalid XML syntax for proxy material assignment file will now print appropriate error message

VRayToonMtl

  • Updated the label and value range of line width in Toon Edges Override section

V-Ray Cloud

  • No layer token will be created automatically for absolute paths for cloud rendering

MaterialSelect

  • MaterialSelect render element now works with nested materials

Bug fixes

VRayProxy

  • Fixed wrong preview of flip axis on proxy sequence
  • Fixed wrong material export when there are gaps in the MeshMaterial shader array

Misc

  • Viewport IPR buttons are not available on copied or hypershade viewport windows
  • VRayLayeredTex was missing a scroll bar
  • Orthographic Views are not working properly in IPR
  • Double specular highlight when rendering VRscan car-paint in GPU

VRayFur

  • Fixed fur behavior when not selected in isolate selected mode

V-Ray/V-Ray GPU

  • Fixed various potential issues uncovered by code analysis

V-Ray GPU

  • Fixed a crash when rendering in bucket mode with no lights in the scene
  • Fixed a crash when deleting wrapped multi/sub- materials
  • Fast SSS2 now renders correctly in VRayLightSelect render element
  • Wrong render of VRayEdgesTex on subdivision surfaces
  • VRayEdgesTex renders black with “show subtriangles” enabled
  • VRayEdgesTex not showing in diffuse channel
  • Rendering with bucket sampler and no scene lights was endless
  • Fixed wrong GI scattering with environment fog gizmo
  • Fixed crash when toggling “Render as subdivision surface” on mesh with V-Ray Edges Tex texture in IPR
  • Fixed crash when changing alembic proxy visibility list in IPR
  • Fixed crash on a specific heavy scene
  • Fixed artifacts with adaptive lights in animation
  • Fixed artifacts in IPR in specific cases
  • Fixed VRayFastSSS2 material leaving artifacts with scatter radius is set to zero
  • Affect background option will now work with bucket sampler on GPU

V-Ray GPU/GLSL

  • Fixed crash with specific materials

V-Ray

  • DR server will now fail with an error if an asset can’t be received
  • Using paint color in specific VRayScannedMtl was not working properly
  • Fixed overbright pixels with adaptive lights
  • Fixed different DR buckets with auto exposure
  • Fixed crash with VRayGLSLMtl
  • Fixed crash when baking to ptex
  • Fixed crash when an empty blendBumpTex is connected to VRayMtl

VRayScannedMtl

  • Fixed crash with specific material setup
  • Fixed artifacts with bump multiplier

VRayProxy/VRayDisplacement

  • Fixed crash with keep continuity enabled on displaced proxy

VRayMtl

  • Fixed compensate exposure for self-illumination

VRayLightSelect

  • Fixed GI component of matte objects missing from LightSelect element Full type

VRayDomeLight

  • Fixed darker result in isolate selected mode when rendering with dome light

VRScans

  • Fixed a crash with a specific scene

VFB

  • Blank framebuffer when comparing images from history after effectResult is generated

V-Ray/MDL

  • Fixed crash on Skylake processors

V-Ray/Bifrost

  • Fixed missing velocity due to changed velocity attribute name in newer Maya versions

V-Ray IPR

  • Display Camera Plane now works in isolate selected with debug shading
  • Fixed camera not updating in IPR in Light Cache Fly-through mode
  • Fixed updates on float inputs connected to certain textures’ alpha
  • Fixed objects in groups not updating their transforms when changing frame
  • Fixed an error message when executing post translate python scripts in V-Ray Viewport IPR
  • Fixed a crash when creating new objects very quickly
  • Fixed a crash when creating light links in IPR
  • Fixed VRayMtl fog color update in IPR
  • Assigning a material to VRayPlane was not detected in V-Ray IPR

V-Ray VFB

  • Frame stamp was not visible with output image formats with alpha channel

V-Ray GPU/VRayProxy

  • Fixed crash with proxy mesh light with motion blur

V-Ray GPU/VRayEnvironmentFog

  • Fixed incorrect alpha on environment fog gizmos

V-Ray GPU/VRayDomeLight

  • Added support for the “Dim distance” parameter for dome lights on GPU

What’s new in V-Ray 3.60.02 for Maya

Now compatible with Maya 2018.1
Chaos Group have improved support for the Render setup in Maya 2018.1, and included a new option to set the maximum resolution for mip-mapped files to help speed up draft renders.

What’s new in V-Ray 3.52.03 for Maya

Here is the changelog provided by Chaos Group.

V-Ray

  • Fixed a problem when creating output image directory in limited access situations
  • V-Ray will no longer add an “rs_” prefix when using Render Setup with 2017 update 3

V-Ray GPU

  • Fixed BlendMtl not rendering with OpenCL
  • Fixed failing OpenCL compilation on Linux
  • Fixed wrong UVs on bitmaps with driver versions 380 and up

V-Ray IPR

  • Fixed a crash with light linking

VFB

  • Fixed unresponsive UI with OCIO and IPR

V-RayMtl

  • Fixed wrong SSS with glossy Fresnel enabled
  • Fixed missing GI from self-illumination with glossy Fresnel enabled
  • Fixed wrong alpha with mapped opacity and glossy Fresnel when seen in reflections

VRayAlSurface

  • Now works with VRayLightSelect

VRayMesh

  • Fixed a crash with Alembic file with no UV topology channel

VRayFastSSS2

  • Fixed SSS surface ID not working properly

VRayFur

  • Fixed wrong visibility in IPR when the base object is hidden

VRayScene

  • Fixed wrong display of vrscenes in the viewport

Texture Baking

  • Fixed crash when baking multiple objects

What’s new in V-Ray 3.5 for Maya

  • Adaptive lights: Fast new lighting algorithm that speeds up rendering in scenes with many lights.
  • V-Ray IPR: New in-process IPR starts instantly, updates faster and uses less memory. Changes to materials in the Hypershade Material Viewer are made in real time.
  • V-Ray Frame Buffer tools: Speeds up look development on individual objects with the new Render Mask: Isolate select tool. Select objects, materials and camera focus directly in the frame buffer.
  • alSurface material: General-purpose shader by Anders Langlands with layered SSS and glossy fresnel reflections — popular for skin.
  • GPU rendering improvements: Render larger, more detailed scenes using a lot less memory with On-demand Mip-mapping. V-Ray’s fast GPU renderer adds support for a wider range of production features.
  • Resumable rendering: Stop your render at any point and continue where you left off.

New in v3.4.05

New Features

V-Ray

  • Support for half-float TIFFs

Modified Features

V-Ray

  • Improved performance with dynamic geometry on machines with more than 32 cores
  • More robust detection of changed files for the bitmap cache

Ornatrix

  • Support for textured hair widths

Bug Fixes

V-Ray

  • Tiff files weren’t closed properly on Windows
  • Fixed MultiMatte not working in VRayBlendMtl without MultiMatteID
  • Fixed crash with NURBS of first degree
  • Fixed wrong rendering of UDIM textures with frame offset
  • Fixed crash with viewport IPR panel in Hypershade

MayaLightDirect

  • Fixed artifacts with soft shadows and shadow bias

Lighting Render Element

  • Fixed “Lighting” RE not generating correctly

V-Ray IPR

  • Fixed slowdown when mouse tracking is enabled

VRayDenoiser

  • Fixed failure with hardware acceleration on very large images

VRayDisplacementSubdivision

  • Fixed crash when baking to Ptex

Ornatrix

  • Fixed Mac OSX support

VRayScannedMtl

  • Fixed watermarks appearing even with a license

VRayVolumeGrid

  • Fixed crash when loading a cache while IPR is running
  • V-Ray maxRenderThreads setting will be respected during emissive lights creation
  • V-Ray GPU Fixed bump issues with UDIM tiling

New in v3.4.04

New Features

V-Ray

  • Support for Maya 2017
  • Added support for licensed V-Ray Scanned materials

Light Lister

  • Added “Solo light” option

Modified Features

V-Ray

  • Improved High-DPI support
  • EXR extra attributes now support the new render layer overrides

VRayObjectProperties

  • Added drag&drop support for attribute overrides in the new Maya render setup

Bug Fixes

V-Ray

  • Fixed image sequences offset and padding bugs
  • V-Ray can now use more than one processor group in Windows multiprocessor configurations
  • Fixed inconsistent ambient light behavior when hidden

VFB

  • Fixed Maya Render View not hiding on OSX and in some other cases
  • Fixed problems with non-ASCII symbols

VRayDomeLight

  • Fixed viewport selection issues

Render Settings

  • Fixed blank tabs when other renderers are loaded
  • Fixed script errors when other renderers are loaded

New in v3.4.03

Bug Fixes

V-Ray

  • Fixed image sequences with an index out of the sequence range not rendering
  • Fixed crashes on old Maya versions on virtual machines and old GPUs
  • Fixed wrong result with material environment override
  • Fixed set driven keys not being exported correctly in some cases
  • Fixed export of textures with multibyte character names
  • Fixed outline appearing in the Matte shadow render element with certain sampler settings
  • Environment overrides now have textured previews in viewport 2.0

V-Ray IPR

  • Changes to the Rounded Edges’ corners parameter were not detected

VRayProxy

  • Fixed wrong animation range in the UI
  • Fixed mesh visibility lists not working after scene reload

VRayDisplacement

  • Fixed issues with Ptex and vector displacement

VRayDirt

  • Fixed UI issue with locked subdivs when “Use local subdivs” is disabled

VRayTriplanar

  • Fixed different texture instances sharing the same UI control

VRayIESLight

  • Fixed crash when toggling the target

VRayRectLight

  • Fixed high CPU usage in Viewport 2.0

PartIO

  • Fixed crash with PTC files and rgbPP expression

VRayLightSelect

  • Now works with probabilistic lighting

VRayDenoiser

  • The denoiser update button did not work after aborting denoise

VRayObjectProperties

  • Fixed issues with objects with identical names

XGen

  • Fixed crash when rendering archive

New in v3.4.02

New Features

VRayDenoiser

  • Added Update button

vdenoise

  • Added standalone denoise tool

Modified Features

V-Ray

  • Support for material preview in Viewport 2.0 OpenGL core profile
  • Support for VRayVolumeGrid preview in Viewport 2.0 OpenGL core profile

VRayDenoiser

  • Prevented the denoiser render elements from saving as separate files

VRayOSLMtl / VRayOSLTex

  • Sped up texture sampling

Bug Fixes

V-Ray

  • Fixed slow IPR updates on old scenes with undersampling enabled
  • Fixed incorrect rendering of materials with self-illumination with light cache

V-Ray GPU

  • Fixed fireflies on scene with VRayFastSSS2
  • Highlight glossiness rendered even if Trace reflections option was disabled

VRayLightDome

  • Viewport representation was flipped in some Maya versions

VFB

  • Clicking on the white area of the scroll bar in the color corrections window scrolls by just one pixel
  • Toolbar icons were not stretched over the entire buttons when screen dpi is changed
  • Fixed wrong positioning when zooming out

VRayDenoiser

  • Fixed crash on OS X when hardware acceleration is enabled
  • Fixed artifacts on images with fireflies
  • Fixed black result on some computers with hardware acceleration

Texture Baking

  • Fixed occasional freezes on objects with empty UV sets

VRayStereoscopic

  • Fixed artifacts in the render

New in v3.4:

New V-Ray Denoiser

Removes noise automatically, cutting your render times by up to 50% with GPU acceleration. V-Ray’s denoising technology is non-destructive, giving you the original render and the denoised version for even more control in post. Denoising can be used progressively while rendering or after rendering, with support for animation and enhanced blending between frames with the standalone denoiser tool.

Works with Maya 2016 Extension 2

V-Ray 3.4 now supports the new render layers and motion graphics tools in Maya 2016 Extension 2.

GPU rendering improvements

  • Procedural textures supported by V-Ray RT GPU can now be used as bump maps.

Aerial Perspective

  • Control the color of atmospheric haze.

Faster Global Illumination

  • V-Ray Light Cache calculations are up to 15% faster.

Textures

  • New support for VRayMultiSubtex.

V-Ray RT improvements

  • Update render regions on the fly – without restarting the render.

 

What’s new in V-Ray 3.0 for Maya?

Faster Ray Tracing and Rendering Performance – V-Ray 3.0 includes a number of overall speedups, and the new optimized ray tracing core performs significantly faster.

Faster Feedback – The new Progressive Image Sampler delivers instant feedback to artists and makes lighting and look development quicker and more intuitive.

More Powerful V-Ray RT – New in V-Ray 3.0, V-Ray RT renders directly in the Maya viewport and supports final frame rendering and animated sequences.

  • V-Ray RT CPU uses the new Progressive Image Sampler and supports a full range of production features.
  • V-Ray RT GPU now supports Render Elements.

Advanced Characters and Creatures – Improvements to character and creature workflows include optimized Hair and Fur, improved Subsurface Scattering and a new VRaySkinMtl shader.

Color Accurate Workflows – An improved V-Ray Frame Buffer adds Lens Effects and advanced color corrections for White Balance, Contrast, Hue, Saturation and Color Balance. The VFB is now dockable and supports LUTs, ICC, and OpenColorIO color management profiles.

Volume Rendering – V-Ray 3.0 includes optimized Phoenix FD volume shaders to render all types of volumetric effects including fluids, fire, smoke and heat haze. OpenVDB grids and Field3D voxel data can be imported and rendered as surfaces or volumes using the new VRayVolumeGrid node.

Production-Focused Tools – V-Ray 3.0 is designed to give artists more control and flexibility. New time-saving tools include Max Ray Intensity to clamp secondary rays, Probabilistic Light Sampling which determines optimized sampling based on lighting contributions, and Render Mask to specify exact render regions using an object selection or image mask.

Pipeline Compatibility and Support for Open Standards

  • Alembic 1.5 for data interchange
  • GLSL for OpenGL shaders
  • OpenColorIO for accurate color management
  • OpenEXR 2.2 and Deep Images
  • OpenSubdiv including support for creases
  • OpenVDB and Field3D for volumes
  • OSL for programmable shaders
  • Ptex for UV-less workflows
  • UDIM and UVTILE for advanced texture workflows

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