Chaos V-Ray for MODO – Perpetual is a highly accurate renderer, enabling Modo artists to predict and present their designs with the highest level of realism and reduce the need for physical prototypes. It seamlessly integrates production-proven rendering capabilities into Modo’s native workflow. V-Ray also allows for a smooth transfer of assets between Modo and other applications such as 3ds Max and Maya enabling you to finalize your scenes in your preferred environment.
V-Ray for MODO – Perpetual Highlights
The latest version, V-Ray Next for Modo, introduces a number of performance optimizations, new materials and smart effects to help you work faster. V-Ray Next for Modo lets you accomplish more than ever before.
Production-proven ray-traced rendering with a full suite of tools to create professional photoreal imagery and animation.
Built to handle the absolute toughest projects and biggest scenes.
Multicore CPU and GPU-accelerated rendering for optimized speed and scalability.
Real-time look development with interactive lighting, shading, and rendering.
Integrated seamlessly into MODO and designed to fit any production pipeline.
An Industry Standard
Top artists and designers rely on V-Ray every day to create award-winning designs & visual effects.
Adaptive dome light. Faster, cleaner and more accurate image-based lighting using V-Ray Scene Intelligence. Removes the need to add Portal lights for interior scenes.
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.
Lighting analysis tool. New Lighting Analysis render element helps to visualize the real-world illumination (Lux) values of any scene.
Physical hair material. Render more realistic-looking hair with accurate highlights and new glint and glitter controls.
Metalness. The V-Ray Material adds support for PBR shaders with new Metalness reflection controls.
GPU VRscans – VRscans are now compatible with V-Ray GPU for increased performance and flexibility.
Massive Speed Boost In V-Ray GPU
2x faster GPU rendering. Fast new GPU rendering architecture that now supports more high-end production features.
GPU volume rendering. V-Ray GPU now supports blazing fast rendering of volumetric effects like smoke, fire and fog.
GPU dispersion. Now available in V-Ray GPU, render highly accurate light refractions that split into their component colors.
GPU bucket rendering. Faster multi-GPU performance on workstations and distributed rendering, plus added support for Cryptomatte render elements.
AI denoiser in viewport IPR – With the new NVIDIA AI Denoiser, V-Ray delivers instant feedback with less noise. So you get cleaner images while you design. Windows only.
Denoised render elements – Denoise individual render elements for added control in compositing. Denoised elements seamlessly recompose into a denoised beauty pass.
CREATE STUNNING ARTWORK WITH NEW POWERFUL EFFECTS
New lens effects. New glare and bloom lens effects have been fully redesigned to be faster and more accurate.
Rolling shutter. Emulate the warped motion blur effects common in digital video and cell phone cameras.
Toon shader. Easily create non-photorealistic, cartoon and cel-shading effects. Now with new options for advanced line control.
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.
Key Features in Chaos V-Ray for MODO – Perpetual
CPU, GPU and Hybrid Rendering
V-Ray comes with two powerful rendering engines. You can choose between GPU and CPU or Hybrid rendering to best suit your project needs and requirements.
Choose from ray traced and hybrid GI methods for the best balance of quality and speed.
Render accurate and artistic lighting with a wide range of light types, shapes, and controls.
Fast new lighting algorithm speeds up rendering up to 7x faster in scenes with many lights.
Create node-based physical materials with multiple layers, and add Glossy Fresnel for accurate reflections.
For specialized materials, choose from a selection of purpose-built shaders for car paint, subsurface scattering, hair, skin, and more.
General-purpose shader by Anders Langlands with layered SSS and glossy fresnel reflections — popular for skin.
Create car paints, snow and sand with procedural glitter and sparkle effects.
Simulate any camera and lens with controls for exposure, depth of field and motion blur.
Render VR-ready content for popular virtual reality headsets.
Fit massive scenes into memory and cut render times using load-on-demand proxy objects.
Hair & fur
Import Alembic hair and fur as proxy geometry and render using V-Ray’s optimized hair shader.
Render optimized volumetric effects and import OpenVDB files from Realflow and Houdini.
Simulate natural-looking skies with realistic atmospheric depth.
Output a complete set of beauty, utility, and matte passes for total control in compositing – including deep compositing.
Automatically remove noise and cut render times by up to 50%.
V-Ray frame buffer
Track render history, adjust colors and control final image output using advanced color management.
VFB Direct Select
Select items and materials directly in the V-Ray Frame Buffer for a faster workflow.
Render Zoom & Enhance Region
Zero in on any part of your image to fine-tune your renders quickly and easily.
Interactive lens effects
GPU-accelerated glare and bloom effects that can be enabled and adjusted while rendering.
Grass & Fur
Render realistic grass and fur faster with V-Ray Fur.
Now compatible with a library of over 1000 extremely realistic scanned materials.
Full Light Select render element
Adjust and mix lighting accurately in post — with full support for GI, reflections and refractions.
Cryptomatte render element
Automatically create ID mattes for easy selection in compositing.
Processor – 1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)
RAM – 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
Windows 7, Windows 8, and Windows 10 (64-bit versions only)
Apple ® Mac OS ® X 10.13, 10.12
MODO – 901, 902, 10.0 series, 11.0 series, 12.0 series, and 13.0 series
USB port – Required for hardware lock, preferably USB 2.0
TCP/IP – Only IPv4 is supported. IPv6 is currently not supported.
GPU Support – Maxwell-, Pascal-, Volta- and Turing-based NVIDIA cards
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).
What’s new in V-Ray Next for Modo (Build 4.12.01)
Design More, Click Less
V-Ray Next for Modo features lighting workflows that leverage adaptive learning techniques, allowing you to save time and effort with the analysis of your scene. V-Ray also allows for a smooth transfer of assets between Modo and other applications such as 3ds Max and Maya enabling you to finalize your scenes in your preferred environment
Massive Speed Boost In V-Ray GPU
V-Ray Next for Modo introduces new GPU architecture to achieve superior performance. New shaders pump up the render speed too and in addition, GPU becomes 2x faster. Plus with the improved V-Ray Denoiser, you can denoise each render element for even more control in post-production.
Create Stunning Artwork With New Powerful Effects
Spice up your designs with some new lens and motion blur effects common for digital and cell phone cameras. V-Ray Next for Modo also comes with new options for advanced line control enabling you to create non-photorealistic, cartoon and cell-shading effects.
What’s new in V-Ray 3.6 for MODO
Support for the MODO 12 series;
Added the ability to bake to Ptx textures or .vrmesh point clouds;
Added the “Cryptomatte” render element;
Added “Multi Matte” RE;
Added V-Ray Additional Outputs item with the following render elements: “Atmospheric Effects”, “Background”, “Caustics”, “Coverage”, “Material ID”, “Object ID”, “Raw Diffuse Filter”, “Raw Reflection”, “Raw Reflection Filter”, “Raw Refraction”, “Raw Refraction Filter”, “Raw Shadow”, “Render ID”, “Shadow” and “Toon”
Now allows hybrid rendering ( CPU + GPU );
Added CUDA device selection in the V-Ray Preferences;
Added V-Ray Fur geometry item;
Added V-Ray Infinite Plane geometry item;
Added V-Ray scanned material (VRscans);
Support for the “Spherical VR” projection-type;
Support for animation and motion blur on the geometry exported using the Render Cache, e.g. MODO Fur;
Exposed the user-friendly license error messages that are implemented in the 3.6 core;
Added the Double Sided option in the V-Ray Light Settings for the Area light;
Switched to using Embree for hair by default;
Exposed the “Mode”, “Use GPU acceleration” and “Generate Render Elements” denoiser parameters in the Properties viewport;
Use the JPEG quality, PNG compression level and OpenEXR compression type and level from MODO’s Image I/O preferences when auto-saving images after a render;
The Mitchell-Netravali filter size is now fixed at 4 pixels;
Print what host application was used to export a .vrscene file;
The process texture’s value channel now affects scalar effects (in MODO 11.2 and later);
Image map: Added support for the “brightness”, “contrast” and “clamp” channels introduced in MODO 11.2;
Gradient: Support for Input Parameter -> Particle Effects -> Particle ID;
Ambient Occlusion: Introduced separate V-Ray Subdivs which ignore the global “Use Local Subdivs” option and work per AA sample;
Added the “Full” mode to the V-Ray Light Select render element;
Added a command for automatically assigning multi matte or object IDs;
When rendering an animation using V-Ray Standalone with a Render Mask enabled, the VFB image is now cleared between frames;
Render with V-Ray Standalone
Added an option to render all passes from a pass group;
Added a preference for choosing the default image format for the file save dialog that opens when “Choose output image” is checked in one of the Render commands;
Texture locators using “front projection” are now properly updated in RT, this includes changing the projection camera or its channels;
When the render region is changed/enabled/disabled do not start rendering from scratch, instead reuse already calculated samples;
Enhance Region: Preserve the region when restarting RT using the vray.rt.restart command or when a change requiring complete restart is made (e.g. changing Render Cache mode);
The select items and select materials options in the VFB right click menu should be saved as global MODO preferences;
Texture Locator: Support for the “Front Projection” projection type;
When a texture locator’s UV map is set to “(none)”, the first available UV map should be used like in the CPU renderer;
Support for the “Consider same object only” option of the V-Ray Dirt texture;
Handle layer mask below another layer mask;
“Blend mode” and “Opacity” now work for layer masks;
Support for the “Rounded Edge Width” texture effect introduced in MODO 10.2;
Support for the “Front Culling” option (CPU only);
All VFB browse dialogs should remember the last used folder;
Added the “primary visibility” option to the V-Ray Aerial Perspective UI;
V-Ray Geometry Properties
Static subdivision and displacement are now enabled by default;
Added an “Enabled” check-box for each coat material of the V-Ray Blend material;
Added the “opacity mode” option to the V-Ray Material UI;
Added the “roughness model” option to the V-Ray Material UI;
Added the “Comp in specular” option to the V-Ray Hair UI;
Allowed the 2-sided material to be used as a sub-material;
Enabled “glossy fresnel” and “affect shadows” by default, but only for new V-Ray materials;
Switched to “Stochastic” opacity mode, “Oren-Nayar” roughness model and “GGX” BRDF type by default, but only for new V-Ray materials;
Decreased the “Cutoff Threshold” in the SSS2 material to 0.001;
The browse dialog in the V-Ray Scanned material should show .png and .jpg files and replace their extension with .vrscan before setting the “File” channel;
(Experimental) Added an OpenGL preview for V-Ray Scanned materials;
The V-Ray Scanned interface is very slow when there is no available license;
Enabled the “particle width multiplier” parameter of the “Invoke ply2vrmesh” command for the .prt, .ply, .geo and .bgeo file formats;
The V-Ray Curvature’s “out color min” and “out color max” channels now accept values up to 100;
The V-Ray Dirt’s subdivs now always ignore the “Use Local Subdivs” option and work per AA sample;
Added the “Distance along strand absolute” output type and the “Hair max distance” parameter;
Changed the default V-Ray Dirt radius to 10cm and the default V-Ray Noise size to 0.05, but only for new textures;
Added a separate “Radius Texture” slot to the V-Ray Dirt texture, the final radius is now determined by multiplying “Radius” and “Radius Texture” similar to the functionality in V-Ray for 3ds Max;
Allowed smaller values (down to 0.0001) to be entered for the size channel in the V-Ray Noise texture;
V-Ray Volume Grid
The default detail reduction is now 3, and the min detail reduction is 0;
The preview no longer uses direct OpenGL calls in Modo 11 and later, this fixes a number of issues, since the version using direct OpenGL calls is currently unfinished;
Remove unnecessary suffixes (@node, @light, @mtl, @mtl_brdf, @tex) from imported geometry names, light names, material tags, material names and texture names;
UVWGenChannel: Support for importing the “tile” options from 3ds Max;
For a complete list o f bug fixes, visit the changelog.
What’s new in V-Ray 3.5 for MODO
Adaptive Lights — Fast new lighting algorithm that speeds up rendering up to 7x faster in scenes with many lights.
Improved GPU rendering — Significant speed improvements, smarter memory management and support for more production features than ever before.
alSurface material — General-purpose shader by Anders Langlands with layered SSS and glossy fresnel reflections — popular for skin.
Texture Isolate — Isolate selected textures directly on your model during interactive rendering for easier texture placement and fine-tuning of procedural textures like Dirt or Noise.
Render zoom & Enhance region — Zero in on any part of your image to fine-tune your renders quickly and easily.
Powerful new VFB controls — Select Materials and items directly in the V-Ray Frame Buffer. Plus new camera controls let you change focus distance and F-Stop.
Interactive lens effects — GPU-accelerated glare and bloom effects that can be enabled and adjusted while rendering.
V-Ray scene reference — Reference and render a complete V-Ray scene file created in any application.
Open Shading Language (OSL) Support – Write your own materials and procedural textures or download and use those developed by the OSL community.
What new in V-Ray forModo 3.40.02?
Support for MODO 10.2v1
Added a command that consolidates all V-Ray assets (like .vrmesh files) into the same directory as the .lxo scene. The command can be found in the V-Ray Menu.
Added a command to re-link V-Ray assets. The command can be found in the V-Ray Menu.
Added Render Mask
Added V-Ray Aerial perspective
Added V-Ray alSurface material (experimental)
Animation on the channels of procedural meshes – Gear, Rock, emReader, etc will now be detected
Support for the Allow deformations option in the Mesh Instance item
Added blend angle and horizon offset options to the V-Ray Sun/Sky package
Added photon/caustics emission options to Dome and EIS lights
Unity/Unreal Material: Added support for rounded edges. The previous material in the shader tree with these properties is used!
Fixed the Slope and Slope(Undisplaced) inputs of the gradient texture to match the MODO renderer
Added options to specify multiple frame ranges, when rendering an animation. The options are added to the Render item, as well as the Render animation with V-Ray and Render with V-Ray Standalone commands
Support for rendering all passes from a render pass group. The option is added to the Render with V-Ray and Render animation with V-Ray commands
Added options to the Render with V-Ray and Render animation with V-Ray commands to specify the output image file
Added the ability to abort writing to a .vrscene file
Sped-up the writing of the .vrscene file for DR/Standalone by reducing the level of compression that is used; .vrscene size expected to be ~3% bigger, while the time to write the .vrscene is reduced by up to 3 times
V-Ray can now use more than one processor group in Windows multiprocessor configurations
Render with V-Ray Standalone
Added an option to only export the .vrscene and .bat/.command files without starting V-Ray Standalone
The Light Select element now works with probabilistic lighting
Added the ability to specify commands to be executed at various stages of V-Ray rendering. The commands are specified in a new V-Ray roll-out in the Frame tab of MODO’s Render item. Only the pre-translate command is called in RT or when a .vrscene file is exported
Ability to specify negative dynamic memory limit. Also changed the default to 0 (no limit)
Added an option to tell V-Ray for MODO that a Replicator is not animated. The option is called This Replicator is Animated in the V-Ray Motion Samples package
Support for rounded edges
Added a button for starting RT GPU in the V-Ray Toolbar. Hold Ctrl and click on the Start RT button or right-click on it and choose RT GPU from the popup.
Changing the channels of procedural meshes – Gear, Rock, emReader, etc is now properly updated during RT
V-Ray Geometry Properties
The adaptive curve tessellation options will now affect hair generated by MODO’s Fur Material on the mesh item with the V-Ray Geometry Properties
Added the Min pixel width option for mesh curves and hair generated from MODO’s Fur Material
Added a popup in the Material Ref and Texture Layers tabs that converts selected MODO materials to one of the V-Ray material types
Added an option to disable material/part/selection tag reporting to MODO. The option’s label is Report all tags to MODO (slower viewport). Read tool-tip for more info.
Added the ability to re-link the paths to missing external files (like images) referenced by the .vrscene
For a complete list o f bug fixes, visit the changelog.
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