V-Ray for Rhino lets you accomplish more than ever before.
The all-in-one visualization solution for Rhino and Grasshopper.
V-Ray for Rhino is a 3D rendering software that combines real-time and photoreal rendering into one complete suite of visualization tools. From architecture to product design, it’s everything you need to bring your next design project to life.
Visualize in real-time.
New in V-Ray 5, V-Ray Vision gives you a live real-time view as you build your model, apply materials, and light your Rhino and Grasshopper designs. Now you can visualize any project in real-time while you design.
Turn your vision into reality.
With photorealistic lights, cameras, and materials, rendering with V-Ray is as real as it gets. Communicate and collaborate with confidence, knowing that your designs look just right.
Go beyond rendering.
Introducing all-new tools that let you fine-tune and finish your renders without needing an extra app. Composite render layers, make color corrections, and instantly adjust lighting in the new V-Ray Frame Buffer.
Seamless Grasshopper integration.
Visualize your parametric designs on the fly. V-Ray for Grasshopper comes with V-Ray for Rhino and includes a collection of nodes to support V-Ray geometry, lighting, materials, rendering, and animation.
V-Ray® 5 for Rhino now includes a free library of smart 3D content. Plus, take advantage of the new Intel Open Image interactive denoiser, as well as V-Ray Vision and V-Ray Frame Buffer improvements.
Enter the Chaos Cosmos.
Bring designs to life with a few clicks.
Chaos® Cosmos is a brand-new curated library of high-quality 3D content you can use to effortlessly stage interior and exterior scenes. Set the mood and engage your audience with an array of free smart assets covering essential categories such as trees, people, vehicles, furniture, lighting and accessories.
Easily accessible through the new Cosmos browser inside V-Ray, the 3D assets are easy to import and always deliver consistent render-ready quality without the need for any setup.
Transparent material reflections – Surfaces such as glass or water now reflect other scene objects in screen space.
Improved anti-aliasing – Finer texture details and small geometric elements like plants or facade ornaments are presented with better clarity with the new Temporal Anti-aliasing method.
Triplanar textures and randomization support – Take advantage of the Triplanar texture projection and Stochastic texture randomization features in Vision.
Soft Sun shadows – Objects cast soft shadows depending on the Sun Light size multiplier when the new high-quality shadows mode is enabled.
More precision in post – Composite more precisely in the Frame Buffer. By employing mask render elements from V-Ray, you can now color-correct specific areas of your scene.
Faster denoising for CPU – Now with the Open Image Denoise engine, you can take advantage of interactive rendering on any CPU configuration.
V-Ray Vision gives the power to design and refine in real-time to anyone working in Rhino or Grasshopper. Now, you can explore a real-time view of your scene, set up lights and cameras, and apply materials.
CPU, GPU and Hybrid rendering
V-Ray comes with two powerful rendering engines. You can choose between super-fast GPU and CPU or Hybrid rendering to best suit your project needs and requirements.
Remove noise and dramatically cut the render times. With V-Ray Denoiser, you can denoise each render element in post-production. And with the NVIDIA AI Denoiser, V-Ray delivers instant feedback with less noise, while you design interactively.
Render while you design. See results right away as you adjust lights, materials and cameras. You could also look at the denoised image while rendering in the Rhino viewport.
Render separate layers for more artistic control in image-editing software.
Render with maximum power using V-Ray’s new simple and scalable distributed rendering.
V-Ray for Rhino enables light studies, turntables and fly-through animations rendering and an optimal way.
Apply contours to your entire scene or to a separate shader with a single click. Intuitively tweek controls to get the desired appearance.
Rendering on the Cloud is just one click away.
AUTOMATING SNAPSHOTS & BATCH RENDERS
V-Ray Batch makes it easy to render snapshots from the same project or views from multiple Rhino files all at once.
An overlay on top of Rhino’s viewport. It is rendered interactively and if scene changes are made, updates the rendered result.
V-Ray for Grasshopper
STRAIGHTFORWARD WORKFLOW. POWERFUL FUNCTIONALITY.
Visualize within the environment you use to model. Use the node system to utilize V-Ray’s powerful functionalities through five Node groups and their components.
Render generative geometry directly in Grasshopper. Work uninterrupted without the need to bake your designs in Rhino as you iterate.
V-RAY VISION IN GRASSHOPPER
Add the Live Link component and observe your design update in real-time while working inside Grasshopper.
Start with the basic preset V-Ray material and modify it form the node or with the Asset Editor. Alternatively, use your own materials from previous projects or just employ the vast material library directly.
Utilize V-Ray lights and customize them to move from realistic to stylized. Easily add numerous light sources to find your models’ best appearance.
Create, render and export animation sequences right in Grasshopper. Animate the movement of the sun or the camera by employing the V-Ray Graph and Timeline components.
Create a realistically distributed entourage in Grasshopper that materializes in Rhino only after you’re started rendering.
Perform a light intensity evaluation of your project and visualize the results on your render.
Use the V-Ray Camera component to simulate physical camera settings like aperture, shutter speed and ISO. Take advantage of Orthographic or Stereo camera parameters to facilitate your workflow.
Render cross sections or fast cutaways right in Grasshopper. Convert custom meshes to clippers for render time Boolean effects.
Explore the best lighting for your scene without the need for manual setup. Automatically generate hundreds of natural light versions for your exterior or interior.
Easily fine-tune any light source in your scene after you’re done rendering. Group them, adjust their brightness and color, and create your best presentation.
Lights can be instanced and controlled as a single light in the Asset Editor.
Render realistic rooms and interiors with V-Ray’s powerful and fast global illumination.
Render natural and artificial lighting with a wide range of built-in light types. Adaptive Lights mode helps you substantially speed up render times in scenes with many light sources.
IMAGE BASED LIGHTING
Light your scenes with a single high-dynamic-range image (HDRI) to render faster, cleaner and more accurate image-based lighting. Use the Adaptive Dome Light and remove the need to set up Portal lights for interiors.
SUN & SKY
Render realistic daylight for any time and any location. Visualize stunning sunsets and sunrises, and control the sun’s position for maximum artistic effect.
LIGHTING ANALYSIS TOOL
This tool makes it easy to to visualize the real-world illumination (Lux) values of any scene.
SMART ASSET EDITOR
Create, edit and manage all of your assets including lights, materials, textures, geometry and render elements all in one place. All assets are structured in an intuitive folder structure.
Manage all of your scene files in one place. Set file paths, create scene archives, and keep track of assets like textures, IES files, and proxy objects.
A powerful color picker, which provides RGB color values and a corresponding Kelvin temperature slider, allows you to save and modify temperature values for every color slot.
Completely redesigned Frame Buffer upgraded to intuitively handle post-processing tasks like color corrections and compositing among other improvements.
ACCURATE VIEWPORT PREVIEWS
Get an accurate preview of your materials in the Rhino viewport with improved reflections, refractions, bump maps and more.
POWER UP WITH SCRIPTS
Use RhinoScript and Python to program V-Ray Next to do even more for you, like automating scene management or accessing parameters not shown in the UI.
UNIVERSAL ASSET PREVIEW
Preview your materials, lights, textures and render elements in a single viewer. Observe how parameter changes affect the appearance of the asset in a specific isolated setting.
Map multiple material parameters with the same source texture to simplify the shader structure and management.
Work like a photographer with controls for exposure, white balance and depth of field.
Render VR content for popular virtual reality headsets.
INTERACTIVE LENS EFFECT
Instantly add GPU-accelerated glare and bloom for added photorealism. Fine-tune lens effects interactively while you render.
AUTOMATIC EXPOSURE & WHITE BALANCE
Capture the perfect exposure every time. The new Auto Exposure and Auto White Balance camera controls make rendering as simple as point and shoot.
Materials & Textures
Create great looking materials that look exactly like the real thing.
Texture NURBS models with ease with a rich set of procedurals that don’t requre UV unwrapping.
NATIVE MATERIALS SUPPORT
Render an enhanced version of your Rhino materials without converting them to V-Ray shaders.
Download on demand a vast array of high resolution materials. Simply drag and drop to bring realistic textures to your models instantly.
The V-Ray Material adds native support for metallic reflections (Metalness) for greater compatibility with PBR materials from applications like Substance Designer.
Add reflective coating to your material to achieve effects like varnished wood or metallic paint.
Create realistic soft fabrics like velvet, silk or satin.
With the new UVW Placement randomization options, texture coordinates can be randomized to fix patterns and achieve realistic materials.
WEATHERING AND DIRT
Quickly add dirt, control its spread amount and position on the surface of your design.
Atmospheric & volumetric effects
Give your scenes depth with new realistic 3D fog and light scattering effects.
Add depth to your images with realistic atmospheric effects.
Realistic material light scattering and translucency.
Add highly detailed and complex objects like grass, trees, and cars with memory-efficient proxy models. Easily add pre-animated 3D objects with animated V-Ray proxies.
Control the look of V-Ray proxies in the Rhino viewport. Select from Whole mesh, Bounding box, Point (Origin), Custom preview, and a new low poly Proxy preview mode.
Quickly apply surface detail to a single object or a whole group in your scene. Get materials like brick and stone without the need for extra modeling.
GRASS & FUR
Create realistic grass, fabrics and carpet with V-Ray Fur.
Render quick cutaways and cross sections with V-Ray Clipper.
V-RAY SCENE IMPORT & EXPORT
Import and render V-Ray scenes from other applications such as 3ds Max, Revit, and SketchUp or share complete ready to render V-Ray for Rhino files.
QUICK START: INTRO
It’s now faster than ever to create great looking renders right in Rhino. With new intuitive controls and quick render presets, you can focus on design, not the technical details. With V-Ray 3 for Rhino’s full suite of tools, you can render anything and everything – from quick concepts to your most detailed 3D models.
Please make sure that your system fulfills these requirements before installing V-Ray. For additional information on hardware, see the Hardware Recommendations article.
1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64).
8 GB RAM and 8 GB swap minimum – recommended 16 GB or more RAM.
Only IPv4 is supported. IPv6 is currently not supported
Rhino 6 (v6.29.20238 or later) – Windows 8.1 and Windows 10 Professional
Rhino 7 (7.3.21053 or later) – Windows 8.1 and Windows 10 Professional
V-Ray Vision requires a Graphics card with DirectX 11 or DirectX 12 and Shader Model 5.0 capabilities
Official release, update 1.5
Date – Jul 20, 2021
Chaos License Server updated to version 5.5.4
Chaos Cloud client application updated to version 1.12.0
Cosmos client application updated to version 2021.7.14
Cubemap image export implemented. Select one of the new Camera Type options to enable it – VR Cubemap 6×1 or VR Cubemap 6 images
An issue sometimes causing an incorrectly lit patch (distorted rectangle) to appear in exported VR Spherical Panorama images is resolved
A custom set of HDR images can now be used for scenarios generation
An option that allows for scene lights to remain active on scenario application is implemented
The custom Sunlight orientation is no longer modified when a HDR scenario is selected
Other Improvements & Bug Fixes
Materials connected to an Attribute extension in another material are now correctly listed as sub-assets in the Outliner
Materials saved to a custom Library location before a valid preview image is generated now correctly use the default asset icon
Added support for OSL material and textures. Such can be loaded from a manually created vrmat containing TexOSL or MtlOSL plugins
Missing Cosmos assets no longer cause a crash or prevent the render process initiation
An issue preventing V-Ray Library materials preview from appearing in the rendered Rhino viewport in specific situations is resolved
Rendering a region in the viewport (using RenderWindow or RenderInWindow) right after starting Rhino no longer leads to a crash
Changing the render engine while the interactive rendering process is running no longer leads to a crash
Modifying the Ground Plane’s material no longer leads to a crash
All files required by the OSL compiler are now included in the V-Ray’s installation folder. TexOSL or MtlOSL plugins loaded from a manually created vrmat can now be rendered
Proxy Meshes rendering is optimized leading to significantly shorter render times on machines with many cores
The VFB’s Display Correction mode now affects the history image thumbnails
Official release, update 1.2
Date – Apr 12, 2021
improvements & Bug Fixes
Cosmos client application updated to version 2021.3.22
The Chaos login url opened after installation is updated. The online licensing is automatically activated to prompt login right away
Added support for the PBR material in Rhino 7. PBR shaders can be rendered directly or converted to V-Ray materials either by changing their Type or using the ‘vrayMtlFromRhino’ command. Note that Displacement only works after the material is converted to V-Ray
Scenes created with V-Ray versions older than 1.4, later loaded and saved with V-Ray 5, update 1 no longer lead to a crash
Rhino material names are preserved when converted to V-Ray Materials. This applies to both changing the material Type or using the ‘vrayMtlFromRhino’ command
Sub-material references are now correctly preserved after the Rename conflict resolution option is selected on import
Deleted default environment texture is no longer recreated when opening a project
An issue causing the V-Ray data upgrade message to appear every time specific scenes are loaded is resolved
It is no longer required to save the 3dm file right after opening it in order to use the Pack Project function
The VRay Mtl built-in bump and self-illumination parameters are now used when rendering or converting Rhino materials
Changes in an object’s texture mapping are now correctly updated during an interactive GPU (CUDA or RTX) rendering session
An issue causing some objects with decals to render black is resolved
An issue preventing decals on multiple objects sharing a material from working correctly is resolved
Decals from V-Ray Next scenes are now rendered correctly
Material or light assets are no longer included in .vropt settings files
Changing the current renderer in Rhino while in a V-Ray interactive rendering session no longer causes issues. Setting Rhino’s current renderer back to V-Ray afterwards no longer fails
Rhino scripts are no longer wrapped in V-Ray transactions. This ensures that all V-Ray related scene changes are applied immediately and not after the script ends
Fixed a bug causing incorrect exclusion mode to be displayed for clippers assigned to multiple meshes
Official release, update 1.1
Date – Mar 25, 2021
The Vision window is once again parented to the host application (Windows only). The temporary workaround positioning the window on top of all other windows (always on top) is removed
A regression preventing V-Ray Proxy Scene references from being loaded in Vision is fixed
Rotating a Proxy Mesh or a Cosmos Asset using a scale different than 1 no longer distorts the object
Very small Proxy Mesh scaling factors no longer cause the mesh to appear incorrectly in Vision
macOS: Vision can now be used on macOS 10.14 – Mojave or earlier
The Tone-mapping Curve option state now persists between sessions
Navigation controls now work as expected when running Vision through remote desktop
Scene loading progress bar implemented
Deleting an object in a heavy scene no longer takes excessive time
Geometry scene data loading is optimized making heavy scenes faster to load and view in Vision
The Proxy Mesh LOD system no longer causes issues when a layered material is used. This improves Vision compatibility with some 3rd-party assets
The FreeImage library used for loading textures in Vision is replaced with OpenImageIO
The texture mip-map level variations creation is optimized making it faster to load scenes with many large textures
Textures containing built-in mip-maps are now loaded in a more optimal way. This applies to textures from the built-in material library and Cosmos
A number of issues related to .tx texture loading are resolved. Textures will no longer appear vertically flipped or with a black band at the bottom
The Orbit Navigation mode is improved in various ways. The Vision window size is taken into account when zooming, orbiting and panning to ensure consistency when resizing the app window
A number of issues causing an incorrect spherical panorama output are resolved
Asset download progress indication implemented. See the Asset Editor section for details
Asset upgrade function implemented. See the Asset Editor section for details
A number of Cosmos asset issues in Vision are resolved. See the vision section for details
Other Improvements & Bug Fixes
Chaos License Server updated to version 5.5.3
Chaos Cloud client application updated to version 1.10.0
Cosmos client application updated to version 2021.03.15
Cosmos assets Upgrade function implemented. An Upgrade icon appears on the right of the asset name in the outliner when a new version is available on the Cosmos servers. Use it to download the new version and replace the outdated one in the scene
Cosmos asset status indicator implemented. A small icon appears on the right side of the asset properties header to indicate whether the paths to the textures and other external reference files used by the asset are valid. Hover over the icon for more detailed information
Cosmos asset download progress is now displayed in the outliner. The progress percentage appears while an asset is being downloaded or upgraded
Custom camera type user interface implemented. When a non-standard camera type is selected with a script the appropriate UI controls (like FOV and Height) are listed in the Camera settings rollout
Camera clipping user interface implemented. When the camera clipping is enabled with a script the appropriate UI controls (Clipping Near, Clipping Far) are listed in the Camera settings rollout
Renaming an environment Bitmap texture no longer changes its Texture Placement mapping to spherical
An issue preventing VRScan material parameters from being set correctly on load is resolved. Properties like the Coat IOR are derived from the built-in VRScan parameter block and set as soon as the material file is loaded
Double-clicking on a Light Gen swatch no longer creates two LIGHT_GEN_DOME lights in the project
3D Preview for Proxy Mesh, Scene and Cosmos assets placement implemented. Importing a Cosmos asset (or a proxy) activates the placement tool and attaches the preview to the mouse cursor
Image preview is now displayed when a Cosmos asset is dragged over the Rhino window
The Cloud Batch rendering feature is re-enabled. Use the Cloud button in the V-Ray Batch Window to submit a selection of scenes, views and snapshots together as a batch to the Chaos Cloud. A new web wizard guides through the rest of the process. All the scenes are analysed in advance and potential issues are reported
The VFB state is preserved when the Current Renderer engine in Rhino changes
Cosmos assets not containing light sources no longer appear in the VFB’s Light Mix list
An issue with the WCS (box style) texture mapping used in the Rhino materials is resolved. Scenes containing textures mapped this way no longer crash on render
The custom orientation of the Rhino Document Sun in the Asset editor is now synchronized with the manual Sun control in Rhino
The ‘Ctrl + [‘ and ‘Ctrl + ]‘ can now be used by default to toggle the side panels of the V-Ray Frame Buffer (VFB). The VFB is now consistent with the Asset Editor in this regard
A number of issues with face material assignment combined with default or unnamed materials in Rhino 6 are resolved. The custom material no longer overrides the unnamed ones when rendered or when the object is exported as a Proxy Mesh
Sun animation from Grasshopper can once again be rendered in the Rhino project
Duplicating a Plane Clipper in the Asset Editor now makes a copy in Rhino
An issue causing some Cosmos asset materials to be duplicated after Merge is resolved
Assigning a Python list object to a V-Ray array parameter using the Python syntax no longer leads to a crash
Newly created Infinite Plane, Proxies, Cosmos Assets and Lights are now correctly added to the active Rhino layer (instead of the first one in the layers list)
The Rhino document no longer gets flagged as ‘modified’ after a Save, SaveAs, New, Export or AutoSave command is used
The ongoing viewport rendering process (VPR) is now correctly interrupted when the current renderer is changed in Rhino
Importing the ‘rhVRay’ module into ‘RhinoPython’ no longer requires manually adding the V-Ray for Rhino installation directory to Rhino Pyhton’s search directories
Photon mapped caustics from the Sun no longer render incorrectly in specific situations
Pack Project is no longer allowed before a modified document is saved
Deleting a material applied to a Fur or Clipper from the Rhino’s material list during interactive rendering no longer leads to a crash
Materials assigned to individual faces are no longer deleted by the V-Ray Purge function
Custom camera types (spherical, cylindrical, fish-eye, pinhole, etc.) can now be selected via script. The corresponding camera parameters are automatically displayed in the Asset Editor / Camera rollout
Custom camera clipping can be enabled via script. The near and far clipping plane options are automatically displayed in the Asset Editor / Camera rollout
Materials assigned to a Proxy Mesh, Clipper, Fur, etc. are no longer duplicated when imported or pasted in a project containing materials with the same name
An error is automatically displayed (in the V-Ray Progress window) when a render is initiated and no render node license is available
Cosmos assets can now be used with Rhino Nature
An issue preventing Cryptomatte’s Material Name masks from being populated in the rendered image is resolved
Lighting Analysis render element changes are now automatically updated in the VFB
Instanced lights are now presented with unique names in the Light Mix UI (when the Individual Lights mode is used). This avoids issues when the Light Mix adjustments are sent To Composite
An issue causing a crash when a V-Ray Clipper is cutting specific mesh shapes is resolved
The way Sphere Light scale transformations affect the light intensity (in the Luminous and Radiant Power modes) is updated. Scaling up a light makes its dimmer to ensure the combined light emission from the surface remains constant. Note that old scenes with scaled Sphere Lights might render differently
Official release, Update 1
Date – Feb 23, 2021
Screen Space Reflections for transparent materials implemented
Cosmos assets support added
Implemented a Level of Detail (LOD) loading and display system for all Cosmos assets. When available the Medium asset representation is loaded close to the camera. Zooming out fades the model to its Low version. If the Medium representation is not available Vision uses the Low version directly. Enable the High Quality Cosmos Assets option to load their High representation close to the camera. Note that this will increase scene load times and may affect performance
Cosmos assets interactive transformations support added
The way Automatic Exposure works in Vision is improved. Pitch black areas in the image are now handled more reliably. Image over-exposition is avoided in most cases
Temporal image anti-aliasing method implemented. Make sure that the corresponding option in the Settings panel is enabled. This method requires a couple of frames to resolve to final quality but the result is significantly better compared to the old one. Temporal anti-aliasing is automatically disabled during the export of Spherical Panorama images
Added support for the Clip Opacity Mode of the VRay Mtl. Make sure that this mode is selected for leaves and other cutouts
The Clip opacity mode is automatically enabled for materials whose names contain ‘Leaves_mtl’ and whose opacity is mapped with texture files containing ‘Leaf’ in their name
Tri-planar texture support added. Only the One Texture Mode is currently supported. The Randomization parameters are ignored. World is the only Projection Space supported
Vision no longer stops responding when picking an output image file location two times in a row
Added support for the Stochastic texture randomization parameters of the UVW Placement map. The other randomization modes are not supported yet
Super Sampling option removed from the Image Export panel. Use Temporal Anti-aliasing combined with a longer Frame Delay to improve the output image aliasing/quality
Frame Delay option added in the Image Export panel. Increase its value to allow accumulative effects to resolve before the image is saved. The Temporal Anti-aliasing for example requires approximately 30-40 frames to resolve to final quality. Note that changing the Frame Delay might increase the image export time significantly depending on your hardware
High Quality Cosmos Assets option implemented. Use it if you want to see the High Cosmos representations close to the camera. Vision will fade to the Medium and then Low versions of the model based on the distance between the camera and the object and the area the object occupies on the screen
The logic for selecting a UV set for a material is improved. Note that Vision currently supports only one UV set per object
A number of issues with Multi Material assignments are resolved. Non-consecutive IDs are now handled correctly
The Sun Light Size Multiplier value is now linked to the one in Vision. Changing the sun size in V-Ray will change the Sun disk in Vison’s sky. If the Shadow Quality option in the Settings panel is set to High the Sun size also affects shadows softness
Shadows Quality parameter implemented. The Low preset corresponds to enabling the Optimize Shadows parameter available in older versions. It uses a lower resolution shadow map during scene interactions and switches to the full resolution one once the interaction ends. Medium enables high resolution cascading shadow maps with Medium filtering quality. High is similar to Medium but enables High filtering quality for the shadow maps, enabling soft shadows from the Sun Light
Soft Sun shadows implemented. Increasing the Sun Light Size Multiplier in V-Ray will now result in softer shadows in Vision as long as the High Shadow Quality option is selected
The Vision window is now ordered on top of all other windows (always on top). This is a temporary workaround that prevents a host-app hang caused by the previous window parenting approach
Updated installer logos and styling. Installer splash screen implemented
Asset Editor and Chaos Cloud toolbar icons updated
The About Window is redesigned completely and now matches the UI color theme selected in the Asset Editor Configuration
New Chaos Black color theme implemented. It uses the new Chaos brand colors and matches the Cosmos Browser appearance
V-Ray icon of the Vision application updated
Chaos Cosmos added to the installer. The Cosmos service will be automatically started after the V-Ray installation
Downgrade of Cosmos is prevented in the installer. If a newer Cosmos version is already installed, V-Ray installer will skip the Cosmos installation step
Cosmos Browser window implemented. It presents a web interface for user account management, asset browsing and import
The Cosmos Browser window as well as all other V-Ray specific windows (Asset Editor, File Path Editor, etc.) are automatically hidden when an asset is imported to allow for its easier placement in the scene
Importing Cosmos assets in the scene automatically enables an asset placement tool. Placing an asset will keep the tool active making it easier to place multiple asset instances around
Drag and drop import of Cosmos assets implemented. It does not hide any of the windows currently open unlike the standard import function
Geometry Cosmos assets support added. Such assets are displayed and managed as blackboxes – the object and its materials are hidden in a single item listed in the Asset Editor. Merging the asset with the scene for editing is also an option
Merge function implemented for the geometry Cosmos assets. It converts the blackbox asset to a Proxy Mesh with associated materials that can be edited or changed completely. Note that exploding an asset will also remove the Medium geometry representation used in Vision and might affect scene load time and performance (only in Vision)
Cosmos asset scene replacement function implemented. Right-click on a source asset in the Asset Editor and select Use as Replacement. Right-click on the one to replace and choose Replace in Scene
Added support for light sources as part of Cosmos assets. The lights are by default part of the blackbox asset until it is merged. After that point the light sources become independent and editable
Simple light management implemented for Cosmos assets containing light sources. Intensity and Color multipliers are available for changing the contained lights’ appearance
Cosmos lights Light Mix support added. When the Group Instances Light Mix mode is used light changes can be transferred to the scene even for blackbox assets
Cosmos environment assets support added. The HDR environments are imported as global textures in the Asset Editor that can later be connected to a Dome light or directly to the scene environment
Cosmos asset file references are now resolved to the local Cosmos repository when opening a file. This allows users to share scenes without packing the Cosmos assets as they are available for download on both systems
Cosmos file references can now be packed (Pack Project). A prompt message appears when invoking it. Packing the assets ensures that textures and other external files referenced by Cosmos assets are collected and included in the archive. As a result, the project will be loaded and rendered correctly on other systems even if the same Cosmos assets are not downloaded there. Use this option when submitting projects to a 3rd-party render farm. Cosmos assets will still be available for download on the destination computer even if they are not included in the archive
Use Material Override feature implemented for geometry Cosmos assets. It allows them to be individually excluded from the global material override effect
V-Ray Frame Buffer (VFB)
Stamp layer implemented. It allows showing the render time information on top of the rendered image similar to the stamp in VFB1
The Display Correction, Lens Effects and Denoiser layer icons are updated to be more distinguishable from those of the correction layers
Integer, Cryptomatte and MultiMatte layer masks added. Each of the mask types require a specific render element to be present in the rendered image. Masking can be done for both Render Element and Correction layers in the Composite image editing mode. Multiple masks can be applied to a single layer
Shortcuts editor added to the VFB Settings panel. The default hotkeys can now be reconfigured to better match a specific user workflow or avoid conflicts with the host application
The Material Library can now be downloaded by users that don’t have permissions to read from the Windows registry. The default library location is used in this case – `C:\%UserProfile%\Documents\V-Ray Material Library`
Other Improvements & Bug Fixes
New V-Ray version notification is now displayed in the V-Ray Frame Buffer (VFB)
New V-Ray version notification is now available in the About Window
File Path Resolving
The file path resolution logic executed when opening a new file is updated. Files with duplicated names located in different folders are now resolved correctly
The file path resolver search depth is increased to five (5 subfolders)
New Intel Open Image Denoise engine implemented. It can be selected from both the quick access menu in the Render rollout and the Denoiser rollout in the advanced settings panel. It is a new denoiser engine perfect for interactive rendering. It does not depend on a specific hardware – runs on any CPU (including AMD models). Can be used as an alternative to the NVIDIA AI denoiser. Make sure to set the Update Effects slider to Rapid for best interactive experience
Cosmos geometry asset type implemented. A preview image is loaded for each asset and a set of parameters that control the preview, material override and lights are exposed
Cosmos assets download implemented. It is detected if a Cosmos asset is missing in the database and a Download button is displayed in the Outliner
Scale parameter implemented for Proxy Meshes. Can be used for quick unit conversions in case the mesh was exported from an application or a project using different scene units
Normal Map texture implemented. This is a texture utilized by some Cosmos assets for Normal Map assignment. It can not be created from the UI. It may be created only when a Cosmos asset is merged
Explicit Normal bump mode implemented for the VRay Mtl material layer. It can not be selected from the UI but will appear if a Normal Map is used in Cosmos assets (after Merge)
Normal Map Flip texture implemented. It can not be created from the UI. Added to handle specific Cosmos materials
Self-illumination of the VRay Mtl implemented. It can not be controlled from the UI. Added to handle specific Cosmos materials
An issue preventing V-Ray from running on Apple machines with the new M1 CPUs is resolved
The Submit to Chaos Cloud icon is updated
Chaos Cosmos shortcut added to the Asset Editor Toolbar (in the VFB drop-down menu)
Adding a Translucency attribute to a material no longer prevents the Raytrace Properties from functioning correctly on GPU
Blend, Bump and Contour materials now work correctly with sub-materials which names start with an underscore (e.g. _Name)
An issue with the HDR rotation (Bitmap Spherical Rotate H) value of Light Gen textures is resolved
The V-Ray logo in the material library is updated
The GPU Memory Management option Resize is now set to Full-size textures by default. This is a temporary solution that avoids artifacts caused by the on-demand mip-mapping mode in specific situations
Renaming a material no longer causes index numbers (such as 001) from its name to be removed
The Camera Vignetting maximum value limit is removed. Higher than the previously allowed values might be useful in scenes with narrower field of view
V-Ray object properties icon updated
V-Ray Render Grasshopper component icon updated
Auto Export context menu item added to the V-Ray Exporter component in Grasshopper. Enable it to automatically export a vrscene every time a definition change occurs
An issue preventing animated .vrmesh files from being exported by V-Ray for Grasshopper in specific situations is resolved
An issue preventing camera animations from the Grasshopper definitions to be rendered in the Rhino project is resolved
OS user names with non-latin symbols no longer prevent the installation of the Chaos License Server, Chaos Cloud and Swarm
An issue preventing some Proxy Mesh files from generating previews in Rhino 7 is resolved
Proxy Meshes part of a blocks are now reliably updated during interactive rendering when the path to the .vrmesh file is changed
Converting the contents of a block to a V-Ray Proxy Mesh no longer prevents the objects from being rendered
A number of issue preventing V-Ray from working correctly on Windows 8.1 are resolved
Official release, Hotfix 1
Date – Dec 15, 2020
Pen tablets can now be used for navigation in Vision
Vision can now be interacted with fully through a remote connection
An issue with loading 16-bit .tiff textures is resolved
Custom location for assets library can now be specified. Set the path in the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’. Rhino restart is required for the new location to be used. Releasing the V-Ray license can be used as an alternative
The initial assets update check can now be disabled using the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox. The setting remains disabled even between sessions until manually toggled or until V-Ray is reinstalled. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
A correct message now appears in case a lack of permissions is preventing the library from being downloaded or updated
A warning icon no longer appears on the left of the ‘Materials’ library entry when the library folder does not exist on disk
The default ‘Materials’ library is now automatically expanded to reveal its subfolders on initial load. The user-defined state persists between sessions from then on
A number of issues caused by non-Latin characters in the library path are resolved
The custom assets library location specified in ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’ is also used for Light Gen assets
Disabling the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox also affects Light Gen. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
A correct message now appears when a lack of permissions is preventing the HDR environments from being downloaded or updated
IES light adjustments can now be applied to the project. Note that the ‘To Scene’ function only works when the Group Instances Light Mix mode is used
Implemented Contours support. Toon Override materials loaded from the Rhino project or vrmat files can now be rendered in Grasshopper. A global contours option will be introduced in a later update
Added a context-menu option to quickly set numeric values to V-Ray components’ color parameters
Other Improvements & Bug Fixes
V-Ray Version Notifier implemented. It uses the native operating system notification system to give you information when a new V-Ray update is available
A way for disabling the update notifications implemented. To do it disable the ‘Asset Editor / Advanced Settings / Configuration / Update Notifications’ checkbox
V-Ray Next scenes saved with CUDA or RTX engine selected or the interactive rendering mode enabled are no longer loaded incorrectly in V-Ray 5
The ‘Select Objects in Scene’ function can now be performed with multiple assets selected
‘Data Window’ dropdown menu added to the exr output Image Options. It determines the way the VFB render region selection is handled when an output image is automatically saved
The lower limit of the Temperature slider in the Color Picker is changed to 900 to better reflect the starting point at which solid bodies begin emitting visible light
An issue preventing the Volumetric Environment settings to be reverted is resolved
The advanced camera Shutter Speed parameter value can no longer go below 0
An issue caused by quickly adding slots to the Multi-Sub texture is resolved
A speed optimization is done for the Material Preview Swatch in case Contour attributes are not used in the selected material
The Asset Editor no longer appears blank or empty when opening specific scenes
The ‘Select Objects in Scene’ function can now be performed with multiple materials selected
Animated two-point perspective camera no longer mismatches the Rhino view
Fixed issue with camera updates during interactive rendering when a fixed focus distance is adjusted
An issue preventing images from being saved when the output file path contains non-standard characters is resolved
A number of issues caused by OS user name containing non-Latin characters are resolved
Enabling material’s ‘Can be overridden’ option during interactive rendering no longer leads to a crash
Scene upgrade message once again correctly appears when opening projects saved with V-Ray 4.2
Proxy bounding box calculation is optimized. This results in faster proxy preview objects creation in both Rhino and Grasshopper
Rhino no longer crashes when a Bitmap texture creation is canceled before a valid file path is selected
Separate V-Ray Vision instances can be started for multiple Rhino instances
Clippers loaded in a worksession file no longer cause Rhino to hang
Adding or removing an attribute during interactive rendering no longer turns black
Custom operating system display scale no longer causes the VFB to appear outside of the monitor bounds in some situations
V-Ray Vision real-time viewer implemented. It works like a V-Ray Interactive Rendering session but uses a different engine (rasterizer) to visualize the V-Ray scene. Project changes will be immediately reflected in the Vision viewer. Note that there are still many unsupported V-Ray features and effects
Vision toolbar icon and menu entry added. It opens the Vision window and starts an interactive session. If the Vision window is already open the toolbar button just enables the live link
Standard geometry support added. Only one UV set per object is currently supported
Geometry visibility state support added
Proxy Mesh geometry support added. Changing the Proxy Mesh file, transformation or material assignments during interactive rendering is also supported
Proxy Scenes (.vrscene references) support added
Automatic geometry optimization implemented. Small objects sharing a material are automatically merged in Vision to improve performance
Lights and Environment
Rectangle, Sphere, Omni, Spot, Sun and Direct lights support added. Note that only the natural Inverse Square light decay is used
Dome Light support added. Spherical texture placement is required
Multiple Dome lights handling implemented. Vision ignores disabled lights from the scene’s list and picks the first enabled one
Support for Dome lights without a texture added. The light color is used in this case
Partial Environment Override support added. A maximum of two separate environments can be visualized – one for Background and Refractions and another used for GI and Reflections
Partial Mesh Light support added
Partial Volumetric Environment support added
Materials and Textures
VRay Mtl support added. Note that not all V-Ray parameters have an effect
Bump and normal maps support added. The Bump material attribute or the built-in bump parameters can be used to enable the effect
Emissive material support added. Mapping the Transparency of the material is also supported
Material Translucency support added. This includes the Two Sided material as well as the Translucency material attributes
Multi Material support added
Basic Layered and Blend materials support added. Note that Multi Materials combined with material layering may produce incorrect results
Bitmap texture support added
Color Correction texture support added
Spline and Bezier Curve correction textures supported
Color and Temperature textures supported
Mix textures support added
Falloff and Fresnel textures supported
Global material override support added
Automatic mipmap generation implemented for all bitmap textures. It optimizes the rendering speed and removes moire effects when viewing detailed textures in a distance
Each new slot added to the Multi-Sub texture now presents an unique random color by default
Camera and Navigation
Standard and Orthographic (Parallel Projection) cameras support added
Support for Two-Point Perspective cameras added
Two navigation modes implemented in the Vision window. Orbit enables camera movement based on orbit, pan and zoom manipulations. In Fly mode the keyboard W, A, S, D, Q, E buttons are used for moving while mouse left click + drag can be used for looking around. The camera is automatically leveled (roll transformation is removed) once fly or orbit navigation is initiated in the Vision window
Toolbar UI implemented in the Vision viewer
Live Link indicator added to the toolbar. It shows whether a live session is ongoing or not
Live Link parameters added. Camera and Sun synchronization can be disabled. Click on Vision’s Live Link button to manipulate the live link options state
Open button added to the toolbar. Opens an existing .vrscene file for viewing. The button is disabled while in a live session
Resolution Mode toggle added to the toolbar. Different modes change the image framing in the Vision window. When Fit in Window is selected the image matches the Vision window size and aspect. When Match Scene Aspect is selected the image matches the aspect ratio specified in the V-Ray render settings. The size of the image is still determined by the window size
Camera Navigation Mode toggle added to the toolbar. It switches between Orbit and Fly mode. The ‘Tab’ keyboard key can be used as well
Auto Exposure toggle added to the toolbar. Use it to quickly toggle the effect
Save button added to the toolbar. Use it to display the Image/Animation Export panel
Settings button added to the toolbar. It opens the Settings Panel where various Vision-specific options can be changed
Info button added to the toolbar. It shows the Info Panel where some useful keyboard shortcuts are listed
Color Correction button added to the toolbar. It opens a panel with various color correction settings
Exposure, Saturation, Contrast, Temperature and Tint color correction controls implemented
A way for saving, loading or resetting the color corrections implemented
Geometry level of detail implemented. Activating the Enable Proxy LOD option replaces the full proxy mesh with the proxy preview when the object is in a distance or occupies a small portion of the screen. Note that most proxy preview meshes don’t have material ID assignments and hence the first material in the list will be used for the whole preview
Shadow optimization implemented. Enable the Optimize Shadows option to use lower resolution shadows while moving the camera. Once the camera stops moving the high quality shadow will be displayed. This option only applies to Sun and other Direct lights
Auto Exposure implemented
Auto Exposure Compensation implemented
Fly Mode parameter implemented. Enables the fly navigation mode similar to the toolbar Navigation Mode toggle
Fly Speed and Mouse Sensitivity options added. Both affect only the Fly Navigation Mode
Fly navigation mode motion smoothing implemented. Increase the Smooth Movement Delay to explore or present the model in a more fluent manner
Automatic Image Based Lighting Sun option implemented. Automatically adds a directional light based on the brightest spot in an HDR environment image. The option has no effect if the project Sun is enabled. It is also not recommended when there is no single distinct bright spot in the image used for lighting
Camera animations can now be transferred to Vision. The animation can be played in real time or exported as a sequence of images. Set up a camera animation using the Rhino native tools or V-Ray for Grasshopper, enable the Animation toggle in the V-Ray render settings and run Vision for a live preview
Image and Animation Export
Image and Animation export options panel implemented
File path and type controls implemented
Spherical panorama image export implemented
Image resolution control implemented. Use the Resolution Mode, Resolution slider and the Size Multiplier to change the size of the output images. Adjust the Size Multiplier value to render images bigger or smaller than the one shown on screen
Export function implemented. A still image or an animated sequence will be exported based on the Animation checkbox state. The Animation FPS value can be used for animation retiming
Quick controls for modifying the Sun position and intensity implemented. Check the keyboard shortcuts in the Info Panel for more information
Quick camera exposure controls implemented. Check the keyboard shortcuts in the Info Panel for more information
Loading screen implemented. It is displayed when a scene is being transferred to Vision
A license error screen implemented. It is displayed when no V-Ray License is available
The Vision application is automatically closed after Rhino closes
Some of Vision’s preferences are stored between sessions
A logic for determining the initial Fly Speed on scene load based on the scene size is implemented
Shortcuts for manipulating the Fly Speed implemented. Use ‘Ctrl’ and ‘+’ to increase it and ‘Ctrl’ and ‘-’ to decrease it
HDR images bigger than 15K are automatically downscaled when loaded to avoid video memory issues
New V-Ray Frame Buffer (VFB)
The entire VFB is redesigned. The style and appearance of all UI elements is improved
Layer Compositor implemented. The right fly-off panel of the VFB now presents a full-featured layering system that can be used for image editing – without the need for a separate post-processing app
Image Source control implemented. Choose between RGB, Light Mix or Composite depending on your needs. The RGB mode enables color correcting the Beauty (RGB) image. The Light Mix source allows light intensities and colors to be modified after rendering. The Composite mode lets you access, comp and modify the individual render elements for more advanced post-effects
The color correction system is updated. Color corrections can now be added, removed and reordered at will. Multiple instances of the same correction type are allowed
Blend Mode as well as Weight controls added to each correction layer
Color Channel Curve corrections implemented. Use the new Curves UI to remap the values in the individual R, G and B image channels
Filmic tonemap layer implemented. Use the preset curve profiles and their parameters to quickly achieve impressive results
Color correction layers can now be applied to individual render elements. For example, changing the saturation of the Diffuse element only is done by selecting it first and then creating a Hue Saturation layer from the menu. The arrow indicates that the correction is applied only to the item below
Render element layers can also be grouped and organized in folders
Save layer tree preset function implemented. Save layer configurations as part of a preset library. The library can then be referenced by the VFB for easier access
Advance VFB configuration implemented. Change visual as well as functional properties of the window and save them between sessions
The way the Denoiser and Lens Effects elements are presented is updated
Keyboard shortcuts implemented in VFB. Check the VFB Settings / Shortcuts section for more details
Four image comparison modes implemented as part of the History panel
Render regions can now be moved or resized after they are drawn
The render buckets’ colors can now be changed in the VFB Settings window
The pixel info is now located in the footer section
The pixel info can sample more than one region and print information about the average value. Use the drop-down menu (1×1) to change the sample size
Stats tab added in the right fly-off panel. Useful information about the project complexity and size (memory allocation) from a V-Ray standpoint is interactively displayed there
Undo and Redo functions implemented
Render Interactive button added to the VFB. It behaves the same way as its toolbar and Asset Editor counterpart
Light Mix render element implemented. It extracts light’s contribution and stores it in a separate element. Lights can also be grouped based on the mode in the element parameters. Use the Light Mix source mode in the VFB to change light intensities after or even during rendering
Individual Lights mode implemented – Each light instance is stored on a separate element/layer
Group Instances mode implemented – Light instances are grouped together
Layers mode implemented – Lights are grouped based on the Rhino layer they are associated with
Light IDs mode implemented – Lights are grouped by their V-Ray Light ID assignment. Change the ID in the V-Ray light properties panel in Rhino
The Rhino Document Sun is listed separately in all Light Mix group modes
Light Gen (Generator) tool implemented. It automatically generates a big number of lighting variations for the currently active project. It can illuminate exteriors or interiors with natural light using the V-Ray Sun & Sky system or a Dome Light (named LIGHT_GEN_DOME) for an image-based lighting (IBL) setup. The resulting lighting scenarios are presented as thumbnails that can be interactively applied to the project.
Exterior Sun & Sky mode implemented – The scene will be lit with the V-Ray physical Sun & Sky system
Exterior HDR (IBL) mode implemented – The scene will be lit with a Dome light and one of the high quality HDR images that come prepackaged with the software
Interior Sun & Sky mode implemented – This mode is best used for illuminating closed spaces with openings letting some natural light in. A pre-pass stage picks the most notable light angles and then the scenarios are generated
Light Gen preset management implemented. Light Gen results can be saved and loaded with no need for re-generation. Use the results screen Save button to save a .lightset file and load it back at a later stage using the Load button in the generate screen. Note that the HDR images used by the tool might change in the future which will deprecate previously saved .lightset files
On-demand download for the HDR images implemented. All the images are downloaded the first time Light Gen is started. They are then stored locally (as part of the V-Ray Library) and reused in consecutive sessions. Note that custom V-Ray Material Library location specified in V-Ray for 3ds Max will also be used for storing the HDR images used by Light Gen in V-Ray for Rhino
An HDR content set check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads
A notification system is implemented. Info and error notifications will pop up in case something goes wrong with loading Light Gen preset files (.lightset). If, for example, the HDR images used in a specific lightset are missing locally but are available on the Chaos servers a notification with a direct link to the download screen will appear
Generation can not be initiated while there is an ongoing render process or a Vision live session
V-Ray Sun & Sky
Improved Sky Model implemented. Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model
Custom sun orientation controls added. Use the new widgets to override the host apps sunlight angle. The custom sun orientation is also used by the Light Gen tool
Interactive preview for the custom Sun orientation implemented. Change the sun horizontal or vertical angle while receiving visual feedback in the light preview swatch
Global Contours control implemented. Apply contours (V-Ray Toon) to the entire scene with a single click
New Toon Material implemented. It exposes new controls and fixes some of the issues of the old V-Ray Next shader
New Contour material attribute implemented. Easily add contours to existing scene shaders without the need of material re-assignment
Inner Line Control added to the global Contours as well as to the material properties
Contours render element implemented. It stores a mask for both the global and material based contours in a separate render element. Note that the contour color and exposure compensation are ignored
The Compensate EV option of all contours is enabled by default
VRay Mtl Coat layer implemented. Add reflective coatings directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using Blend/Layered material
VRay Mtl Sheen layer implemented. Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options in the updated V-Ray Material
VRay Mtl built-in Bump layer implemented. There is no longer need to add Bump attributes to a material – use the built-in parameter section instead
Glossy Fresnel is now enabled for all materials and no longer available in the UI
The Normal opacity mode option is removed. Stochastic is used for all materials that were using it which ensures faster render times in scenes with many opacity-mapped objects
Metallnes and Use Roughness options added to the VRay Mtl parameters. Use them if you have Metallness and Roughness textures prepared
PBR material layer removed. The PBR and regular VRay Mtl functionality is combined and the two separate shaders are no longer needed
Highlight Glossiness parameter removed. This simplifies the material control and increases realism
An indicator highlighting which rollout options affect the final shader is added to the VRay Mtl layer. Rollout carets become blue in case the parameters inside contribute to the look of the material
Multi-sub texture randomization options implemented. Select one of the Random modes (Get ID from) and change the Hue, Saturation and Gamma values to achieve variation. Note that a single slot and one texture can be used together with the randomization parameters despite the number of scene IDs
Dirt texture Streaks implemented. Weathered streaks and dirt in crevices are now easy with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion
External Mapping Source support added for all textures. Use it to easily instance Texture Placement parameters between unique textures
UV Randomization implemented. Select a custom Texture Placement source for any texture and connect the new UVW Placement map. There is a randomization section to help you achieve procedural variations
Stochastic Texture Tiling implemented as part of the UVW Randomizer. Automatically remove texture tiling artifacts with the new Stochastic tiling option of the UVW Placement asset
Added support for .tx file format for bitmap textures
A way for displaying .tx texture files in the Rhino viewport implemented
The built-in material library is updated in various ways to take advantage of all new functionality in V-Ray 5
All the materials in the library now use GGX BRDF type. The Glossiness as well as the GGX Tail Falloff values are adjusted accordingly
Materials previously using the Bump attribute now use the built-in Bump
Materials previously using Reflection Coat layer now use the built-in Coat
Fabric materials previously using Diffuse Coat layer now use the built-in Sheen
Textures that require identical texture placement in the scope of the material now use a single instanced UVW Placement map
The randomization feature of the UVWPlacement is utilized where appropriate to avoid visible texture repetition patterns
The resolution of all library textures is increased up to 4K
The library is now downloaded on demand. With the increased texture resolution it is no longer practical to have it as part of the installer
The library assets/textures are now shared with V-Ray for 3ds Max. If the maps have been downloaded by 3ds Max already they will be reused by V-Ray for Rhino and vice versa. If a custom library location has been specified by V-Ray for 3ds max, V-Ray for Rhino will also use it
A library content check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads
GPU (CUDA) Asset Preview mode implemented. Select GPU from the menu to activate it. It shows a more accurate preview in case V-Ray GPU is used for the final project rendering
The engine selection (CPU / GPU) for the Asset Preview Swatch is now preserved between sessions
GPU Preview Devices option added to the Configuration settings. Use either the global GPU Devices configuration or just the CPU in CUDA mode. The second option is preferable when all the GPU computational resources are required for rendering
Custom texture preview scene selection implemented. Choose between 2D, 3D, Environment, Falloff and Dirt scenes depending on the situation. If, for example, an environment texture is being color corrected, the Environment scene can be selected for the Color Correction map for a more accurate preview
Each asset preview render is temporarily stored for the active session. This temporary preview will be saved out with the asset without the need of re rendering
Updated Displacement Workflow
New Displacement object modifier implemented. Select an object in the scene and apply Displacement using the V-Ray toolbar button. The same can be done via the new displacement parameters in the V-Ray object properties panel in Rhino. This new workflow is clearer and much closer to the V-Ray Core displacement handling
The Displacement material attribute is now deprecated. It will be removed in the future. It is recommended to use the object modifier instead
Displacement section added to the V-Ray Object Properties panel
2D Displacement is now supported
Cellular textures are now supported
Wrapper material’s ‘Environment Projection’ matte mode is now supported
Out of Core memory management implemented in an experimental state. It enables evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the renderer has run out of memory. This option is available only for CUDA and is not yet supported for RTX
Textures slotted in a Tiles texture now render correctly on GPU
V-Ray Infinite Plane mapping is no longer rendered incorrectly on GPU. The scale of the Plane widget now correctly affects the texture size
Live Link component implemented. It interactively shares the input V-Ray scene on the port specified. V-Ray instances running in other applications can make use of the data. This component is most commonly used for V-Ray Vision sessions inside Grasshopper. Right click and select ‘Start V-Ray Vision’ to do so.
V-Ray Vision support added. Use the Live Link component to open the Vision window or start a session
U and V size parameters added to the Light Rectangle component
Shape parameter added to the Light Rectangle component. Choose between Rectangle and Disk
Instancer component objects can now be successfully rendered as part of the Rhino scene with the help of the Render in Project component
V-Ray Clipper component implemented. Use it for section cuts or procedural boolean mesh intersections
Stereo camera mode implemented. Choose one of the ‘Side by Side’ or ‘Top Bottom’ options in the V-Ray Camera component to enable it
Material edits in the Asset Editor now correctly update during an interactive rendering session in Grasshopper
Directionality parameter added to the V-Ray Rectangle Light component
Relative texture paths containing ‘..’ (parent directory) are now resolved correctly
Other Improvements & Bug Fixes
Full support for Rhino 7 implemented
A new scene management system is now in place to ensure stability. It also makes finding and solving technical issues much easier and safer
Dome lights created in the Asset Editor are now automatically instantiated in the scene
Blue Noise sampling implemented. When enabled, reorders the DMC samples in screen space to produce a more pleasing result for low sample counts
V-Ray Scene export window implemented. It exposes some useful options when exporting the project. The file reference paths can now be stripped (made relative). HEX compression can be disabled for both transformation and mesh parameters
Scripting documentation updated. A new example tab is added showing how the new Python Wrapper Module can be used. This is a short and intuitive alternative to the standard Python syntax
Environment Fog light list is now respected even while adaptive lights are enabled
The V-Ray Sun no longer disappears when changing Environment Fog parameters during interactive rendering
A number of issues with decals rendering are resolved
The V-Ray Live Link Grasshopper component name and descriptions are updated
Nested bitmap textures are now correctly displayed in the Rhino viewport. V-Ray ignores the procedural maps and shows the first bitmap it finds within the texture shader main texture slot
The visual style of the V-Ray installer is updated
A number of issues preventing materials with special characters in their names from being loaded (from vrmats) are resolved
Pack Project now archives Rhino materials’ textures together with the V-Ray ones
Regions can now be manually selected in the viewport when using the ‘vrayRenderWindow’ command
The logic for loading sequences of files in the Batch Render tool is improved. Multi-file selection can now be successfully recognized as a sequence and loaded as such
A number of issues with the V-Ray Python script API are resolved. Setting plugin parameter values no longer leads to errors in specific situations
An issue related to changing Texture Mapping of objects during an interactive RTX rendering session is resolved
The scene name parameter exported for Nodes and lights in a vrscene file, also used by the Cryptomatte render element, is improved
Lock Camera Orientation button added to the V-Ray Utility toolbar. Use it to temporarily lock the camera position and orientation during interactive rendering. The new command ‘vrayLockCamOrientation’ can be used as an alternative
The Shape and Diameter parameters of IES lights now correctly update during Interactive Rendering
Lens effects no longer prevent the Denoiser from updating the VFB image
Lens effects are no longer incorrectly masked by the image alpha
A File Path Editor shortcut is added to the Asset Editor’s toolbar
Changing the active asset category in the Asset Editor no longer collapses previously expanded asset trees
The number of interactive rendering updates when dragging the handle of a Curve Correction texture is reduced
The animation settings toggle is no longer grayed out during interactive rendering mode. This allows animations to be viewed in Vision without having to switch to production rendering mode beforehand
Chaos Group License Server is updated to version 5.5.0
V-Ray Swarm is updated to version 1.4.4
Chaos Cloud client application is updated to version 1.7.5
The Chaos Group License Server web page now automatically opens after successful V-Ray installation
The Material Random Color render element now correctly generates unique colors for materials passed through a Two-Sided shader or ones using the Translucency attribute
Coat layers (Diffuse or Reflection) added to a material that has no other base layer no longer display the full set of VRay Mtl parameters
CUDA hybrid rendering in bucket mode no longer leads to the exception in V-Ray Core when NVLink is used
A separate alpha image file is no longer saved out for Bongo animations when the output file format supports an alpha channel. Selecting .bmp, .jpg or .hdr will still result in the creation of a separate file since this data can not be stored in the original file. The same applies to the ‘SaveRenderWindowAs’ rhino command
V-Ray light instances no longer get automatically renamed in Rhino. This improves both various user workflows as well as 3rd party plugin integrations
The V-Ray Material From Project component in Grasshopper now accepts integer or string value inputs
The Chaos Group License Server is updated to version 5.4.0
The quality slider presets are updated. The quality of the rendered image is now consistent between all the engines (CPU, CUDA and RTX) and sampler types (Progressive and Bucket)
The quality slider presets count is increased to six. The new preset labels are ‘Low’, ‘Low+’, ‘Medium’, ‘Medium+’, ‘High’ and ‘High+’. All provide better quality than their older counterparts.
The Maximum Subdivisions Image Sampler parameter is now visible at all times (for GPU and also in progressive rendering mode). The value used for GPU rendering is always double the CPU one to ensure consistent quality
The Embree related optimization parameters are automatically hidden when the GPU engine is selected. They have no effect in this case
The Aperture (F-Number) slider limit is removed. Values from 56 up to 985 will result in Defocus slider values between 0.1 and 0.001 to be displayed
Introduced a confirmation window when deleting or purging assets from the Asset Editor. Using the Shift + Delete keyboard keys removes selected assets without confirmation
Added full support for the _RenderBlowup, _RenderWindow, _RenderInWindow and _RenderPeviewInWindow Rhino commands
A new vrayRenderWindow command is implemented. It exposes three modes – Region, Cropped and Cropped Blowup. The vrayRenderBlowup command is removed – use vrayRenderWindow instead
A Python script wrap module is implemented
The quality slider presets of the V-Ray Renderer component are updated. The quality of the rendered image is now consistent between all the engines (CPU, CUDA and RTX) and sampler types (Progressive and Bucket)
A new ‘Render Animation in Rhino’ function is added to the Render in Project component. It renders each Grasshopper animation frame state together with the Rhino scene. Object animations are fully supported
The Material Preset component’s Color parameter can now be textured with a V-Ray Bitmap
An issue causing specific Grasshopper animations frame ranges to be sent incorrectly to the Rhino project is resolved
Polysurface objects referenced in Grasshopper and rendered via the V-Ray Geometry component no longer have faulty UV texture coordinates
A number of issues related to displacement rendering in Grasshopper are resolved
Animation rendering, exporting animated proxies or scenes is now possible with a C# / Python script component
Other Changes & Bug Fixes
Randomize Material ID Colors now works as expected
The Multimatte Materials render element now works as expected
Render regions can now be specified prior to any rendering
A number of tooltips, as well as some Grasshopper component descriptions, are updated
Decreasing the V-Ray interactive viewport (VPR) size with the vrayVPRSettings command no longer causes issues
An issue with the appearance of Rhino materials rendered in V-Ray is resolved
An issue caused by proxy mesh manipulations while the vrmesh file is on a network drive is resolved
The precision and default range of the Camera / Effects / Vertical Lens Tilt slider are updated
The default range of the Camera / Effects / Vignetting slider is decreased
V-Ray Next, Update 2
Date – 17 March 2020
Installation & Licensing
V-Ray AppSDK updated to version 4.3
V-Ray for SketchUp, the Chaos License Server, V-Ray Swarm and the Chaos Cloud client app are now installed in a single step. Configuring each sub-installer individually is still an option
Chaos License Server updated to version 5.4.0
Chaos Cloud client application installer updated to version 1.6.5
Added support for Rhino WIP (v7.0)
RTX support implemented. The engine selector now presents three options – CPU, CUDA and RTX. The image results produced by the new engine are identical to the ones rendered in CUDA mode (previously called GPU). No scene adjustments are required. Going back and forth between the two engines will only modify what devices are used, so there’s minimal effort to compare the two to see which works best for your scene. The new engine takes advantage of the RT Cores (dedicated to ray-tracing calculations) of the new NVIDIA RTX cards which leads to average speedup of 40%
Partial Proxy Scene export implemented. Export only the selected objects as a .vrscene file containing geometry and applied materials. Lights and V-Ray objects, such as Fur, can also be included
A set of material slots is automatically generated as part of every Proxy Mesh asset. Use the slots to assign materials to the Proxy without having to rely on a Multi Material
Proxy Mesh assets using the new built-in material system (described in the previous point) now automatically store the materials when saved to the library (or exported as .vrmat files)
‘Use Mtl Override’ option added to the Proxy Mesh asset. It disables the global Material Override effect for all material slots using plain colors
Proxy Scenes are now by default affected by the global Material Override. To disable this behavior uncheck the new ‘Use Mtl Override’ option
Material Random Color render element is implemented. It generates randomly colored selection masks based on the material assignments in the scene.
Unlike the Material ID Color element, it does not require adding Material ID attributes to all scene materials
Automatically calculated exposure and white balance values can now be applied to the scene camera. Use the Auto Values controls to get the most recent results and apply them to the camera
The Advanced Camera / Bokeh parameters have been updated and made more user friendly. The additional parameters are no longer grayed out when the Blades option is disabled
SpotLight Cone and Penumbra angle sliders’ min and max values are now correct
The UI of the Configuration settings section is improved
Right-clicking on any color or number input field now provides the option to reset them to their default value
A new option allowing color space control of all color sliders is available in the Asset Editor’s Configuration settings rollout
Implemented material attribute icons for easier recognition
Tri-Planar Projection texture placement mode added to the VRScan material. It works similarly to the Triplanar texture and removes the need for UV mapping of the shaded objects
Rhino decals are now supported in V-Ray. They work for both native and V-Ray materials
Add the native Rhino Search Paths to the list of locations used by V-Ray’s auto-resolve logic
Loading projects with a large number of textured materials is optimized. The more materials the scene contains, the more significant the speedup is
Animation Source switch implemented. Choose between native Rhino recordings and Grasshopper animations
A new Bright color theme can now change the appearance of the Asset Editor, File Path Editor, Color Picker and the Progress Log windows. The UI Color Theme selector is located in the Configuration settings rollout. The theme selection persists between sessions. Note that it does not affect the V-Ray Frame Buffer (VFB)
Color Assistant extension added to the V-Ray Color Picker. It presents hue, saturation and value variations of the current color to help with picking the exact color that is needed. Adjust the range values for more subtle or more pronounced variation. Right-click on any of the Assistant suggestions to regenerate variations using it as reference
Some common material settings have been redesigned as Attributes. Attributes are sets of options that can now be created or removed for each material.
An ‘Add Attribute’ button is added next to the ‘Add Layer’ one below the material preview. The list of attributes includes – Translucency (Two Sided), Bump, Displacement, Raytrace Properties, Override and Material ID. New materials are created lean with the option for other attributes to be added later.
This way the scene shaders are optimal for both management and rendering
The new Translucency attribute can be used instead of the Two Sided material keeping the shader structure simple. This also simplifies material/texture size management when dealing with translucency
The Generic material layer names are improved. The V-Ray BRDF is renamed to VRay Mtl, Metallic – VRay PBR, Diffuse – Diffuse Coat, Reflection –
Reflective Coat, etc. The Refraction layer is removed. Use the VRay Mtl instead
There is a unique icon for each material layer. This is useful visual indication for the layer type in case the layer name is changed
Newly created scene materials now use an optimized underlying shader structure. Displacement, Material ID and Render Stats attributes are no longer added to every material. If any of the attributes is required it has to be manually added from the ‘Add Attribute’ menu
All the built-in library materials use the new shader structure and will perform in an optimal way. Irrelevant (unused) attributes like Material ID, Raytrace
Properties or Displacement are removed. They can be manually added when needed
The UV channels of Rhino objects referenced in the Grasshopper definition are now preserved
V-Ray Bitmap component implemented. It allows material texturing to be done directly in V-Ray for Grasshopper. The component also enables UV channel selection and texture placement modifications
Vertex Color mode added for the Bitmap component. Use it to colorize materials with the vertex colors of a mesh
Proxy Meshes loaded in Grasshopper now display a bounding box preview in the Rhino viewport
A new Bounding Box output added to the Proxy Mesh and Scene components. Use it to precisely position proxies in the scene
The V-Ray Timeline component can now be resized
Grasshopper animations exported to Rhino no longer override the existing Rhino animation (recording). Use the Animation Source switch in the V-Ray
Animation settings to select the one to be rendered
Grasshopper camera animations sent to Rhino can now have animated focus distance
Color or texture variations can now be introduced among V-Ray Instancer items. Use a Multi-Sub texture in ‘Random by render ID’ mode connected to the material to achieve it
The Render in Project component now correctly sends the Infinite Plane to Rhino
The animation preview of the V-Ray Timeline component can now be interrupted with the Esc key
‘Look Through Camera’ context menu function added to the V-Ray Camera component
The V-Ray Light Rig Dome no longer loses its texture when disabled and then re-enabled
Connecting a V-Ray Geometry component to the Infinite Plane geometry input no longer causes issues
Disabling the Camera no longer interrupts the interactive rendering process
The V-Ray Material Simple component now exports vrmat files correctly
A number of issues with the V-Ray Instancer component are resolved
Embree is now used for Fur rendering in Grasshopper. Proxy Scenes with Fur will render faster
A number of issues related to interactive rendering scene updates are resolved
The ‘Manage Collection’ option can now be used for the Material from File component
The Material from File component no longer allows file path changes while this data is derived from an input
Displacement can now be applied to Grasshopper objects. Use a Material from Project component referencing a project material with displacement enabled
A number of issues related to loading Library materials in Grasshopper are resolved
A new Render() method is implemented. It is the better alternative to starting a render using the Rhino command. Set its parameter ‘timeout = -1’ to ensure the call is synchronous
No extra plugins will be fetched when attempting to retrieve material assets
A way to start V-Ray rendering in Grasshopper via C# or a Python script is implemented
A way for saving .vropt files via script or command is implemented
Other Changes & Bug Fixes
Material using a diffuse texture blended with the diffuse color via the Diffuse Multiplier are now displayed correctly in the Rhino viewport
Information about the V-Ray version and the render mode is now stored in a new .vrscene ‘plugin’ called ‘InfoRenderEngine’
Changing an IES Light’s file now correctly triggers an interactive update
The Rhino ground plane can now use a Wrapper material
Light Cache map files can now be manually saved
Light Cache map files are now correctly displayed in the Irradiance Map Viewer tool
Modifying a custom Sunlight during interactive rendering no longer breaks its connection to the Sky in the environment
Changing a 3rd party placeholder materials to a V-Ray shader no longer causes a crash
A number of issues related to asset naming are resolved. Names differing only by special characters no longer cause a conflict when rendered
Bitmap textures are displayed in the viewport even when wrapped in procedural maps. If for example a Color Correction is used the slotted Bitmap will still be visible on the viewport material. Note that the color corrections will have no effect on the preview
Proxies, Clipper, Fur or Mesh light created within a block are no longer deleted upon subsequent block editing
Rendering in the viewport no longer produces black image when the Stereo toggle is enabled
Opening a Rhino Template containing a V-Ray Dome light no longer causes a crash
The V-Ray icon in the Rhino properties panel is updated
Blend material changes now reliably trigger an update during interactive rendering
Resolved an issue with rendering of Lights, Clipper and Fur in Rhino 5
The initial path of the default V-Ray studio environment texture is no longer incorrect
Initializing a batch render job with no V-Ray for Rhino license available no longer leads to a crash
Render with Chaos Cloud added to the V-Ray / V-Ray Rendering menu
Importing a Proxy Mesh during Interactive rendering no longer leads to a crash
The render state in the Asset Editor no longer hangs after a render with VR camera and parallel projection is initiated
Converting a Directional Light to a Sunlight via command now works as expected
Alt + drag duplication of a light no longer hides the original until the action is completed
A number of issues related to RPC objects are resolved. Asset textures gamma is now correct
Resolved an issue with rendering when the license has been released prior to activating the V-Ray UI
Starting a production or interactive rendering from the Rhino toolbar no longer prevents both Asset Editor and the render process from launching
A number of issues related to the batch rendering of vrscene files are resolved
Improved interactive rendering performance on the CPU
Improved CPU utilization during Light Cache calculation for large output image resolutions
Hash Map Light Cache mode is enabled. This new default Light Cache calculation mode resolves most common artifacts and is more optimized and stable when used in animations
Objects duplicated using block instancing are rendered in a more optimized way
V-Ray AppSDK updated to version 4.20.01
Added support for Cryptomatte render element. It automatically generates and stores object or material based masks which can be exported in a multichannel OpenEXR file. This removes the hassle of creating dozens or hundreds of Multimattes.
Light source deletion is now undoable
The ‘Visible’ checkbox is removed from the Rhino properties panel for Fur, Infinite Plane, Mesh Light, and Clipper objects. Use the toggle in the asset properties to achieve the same effect
Built-in support for the Rhino Ground Plane geometry implemented. Enabling the Ground in Rhino automatically enables a V-Ray Infinite Plane object that matches the scene’s ground position and material
V-Ray Infinite Plane assets can now be enabled or disabled in the Asset Editor via their icon buttons or the toggle in their Rhino object properties
The viewport display of highly reflective V-Ray materials is improved. Bitmap textures can be viewed and positioned even for materials that have a reflection map applied in V-Ray. In such cases, the Reflection color value still affects the viewport material appearance
Using a custom viewport texture in a material now automatically disables some of the shader effects to make it easier for the object UVs (texture position) to be manipulated
Saving and restoring Rhino Snapshots with V-Ray material assignments and variations is now supported. Make sure to enable the Rendering/V-Ray checkbox to use it
The step for the camera EV number field is decreased to 0.5. Click on the field and use the Up and Down keyboard keys to update the value using this new increment
Slider handles can now be selected and manipulated using the keyboard Left and Right or Up and Down keys
The Linear Workflow material option is removed and its behavior is automatically matched using standard shading techniques (and gamma correcting textures in some situations). Scene materials that had the option enabled in the past will render as expected. This option is no longer needed for V-Ray 2 materials to be correctly loaded
Increased number precision of the Spline and Bezier Curve textures point positions
An automatic connection between the Color Picker’s color values and the Kelvin slider temperature is implemented. This allows for a temperature value to be saved and modified separately for every color slot
Lighting Analyses render element property changes automatically update the VFB result. No re-rendering is required
The File Path Editor user interface is improved. The window no longer has maximum size limits. The footer buttons now use labels instead of icons which makes their functionality clearer
The V-Ray Frame Buffer (VFB) UI scales correctly based on the OS display scaling factor.
The Custom Opacity Source material parameter now uses a checkbox instead of a toggle in the UI
Drag & drop can now be utilized for applying Asset Editor materials to scene objects or layers
A Denoiser engine switch is now available in the main Renderer rollout. Switch from V-Ray to NVIDIA AI denoising without navigating to the Denoiser advanced parameters panel
The Update Effects slider is now located in the Renderer rollout for easy access
Camera Motion Blur toggle is implemented
The ‘vrayCamGuessVertical’ command can no longer be executed while an orthographic view is active
Proxy meshes copied from another session during Interactive Rendering are now correctly displayed and rendered
A number of issues with window ordering in Windows 7 and 8 are resolved. The VFB no longer goes to the background when focused
Project names containing a full stop character no longer prevent the Pack Project function from being executed correctly
The ‘Tools / Randomize Material ID Colors’ function randomizes all scene Material ID colors and not only the ones initially set to black
VFB regions drawn during production rendering are disabled
Loading render settings presets or resetting to the default one during rendering is no longer allowed
The Translucency rollout of the V-Ray BRDF is renamed to Fog Scattering to better reflect what the options in this section do
The Bump Delta Scale parameter is automatically hidden when the Normal Map mode is selected. The delta scale option has no effect in this case
Scene upgrade prompt window implemented. When a Rhino scene saved with older V-Ray version is loaded a window letting you know that the V-Ray data will be upgraded appears. It clearly states that after the scene is saved with the new version it can no longer be loaded in a previous one
The native Rhino RDK material system is used for our internal V-Ray materials management. This resolves a number of issues and limitations when shading a scene
V-Ray material can now be created in the Rhino Materials panel. Every material created in the Asset Editor will also automatically appear in the Rhino list. Converting a Rhino material to a V-Ray one and vise-versa can now be done by changing its Type
V-Ray materials can be assigned to layers using the native Rhino approach
The V-Ray-side material conflict handling is removed. The Rhino material conflict handling is used instead
The logic for converting Rhino materials to V-Ray shaders is improved
The obsolete commands vrayApplyMaterial and vrayMtlEnable are removed
V-Ray for Grasshopper
Context menu for selecting an existing Standard or Named scene view is added to the Camera Component
V-Ray Exporter component implemented. It exports vrmesh or vrscene files based on the GH definition
V-Ray Graph component implemented. This is an advanced value remapping utility component that exposes a bezier curve editor. Combine it with the V-Ray Timeline to create more advanced animation setups
The Render Animation function is separated from the standard Render one in the V-Ray Renderer component
A simpler way for loading library materials in the V-Ray Material from File component is implemented. Right-click on the component to find the materials list
Individual light components can now be connected directly to the Renderer. The need for adding an in-between light rig component is removed
A preview graphics for the V-Ray Light Rig Sun System component is added
An issue with Proxy Scene preview scaling is resolved
Grasshopper animations now correctly use the current Rhino viewport camera position
Orthographic cameras are now supported in V-Ray for Grasshopper. Increase the Orthographic Zoom Factor value of the Camera component to see the effect
Proxy Scene previews are now correctly scaled in the Rhino viewport
The Renderer Quality presets now exactly copy the common V-Ray presets used in the Asset Editor
Rendering of thousands of Proxy Meshes instances is optimized and significantly faster. A single auto-generated material is used for all instances
Connecting geometries to the Renderer component during interactive rendering no longer causes issues (objects no longer disappear)
Deleting a V-Ray Render in Project component or closing the definition itself now correctly removes the Grasshopper objects from the Rhino scene
Connecting a single material to a V-Ray Proxy Mesh component that has multiple face IDs (multiple material slots) automatically removes the auto-generated materials. A single material is used for all mesh faces until additional shaders are connected
The V-Ray Timeline can now successfully play lengthy animations in the viewport. The process no longer hangs in the middle of the playblast
Both the File and Option Picker components (used to control V-Ray specific parameters) are now correctly scaled on high-dpi display system
Camera focus distance changes can now be rendered in animation
A number of issues with Bongo animation rendering are resolved
Setting up a Rhino animation no longer removes the V-Ray Interactive viewport display mode option in Rhino 6
Other Changes & Bug Fixes
A number of issues related to the Can be Overridden option are resolved. It now functions correctly during interactive rendering
Two sided materials with nested multi sub textures no longer cause a crash during interactive rendering
Drawing a region during interactive rendering on the GPU after a linked Grasshopper document is updated no longer causes a crash
A number of issues with HDR Light Studio interactive environment rendering are resolved
Textures with localized names are now properly displayed in the viewport
Deleting all scene objects during interactive rendering no longer breaks Material Override’s functionality
Layer visibility changes are now correctly handled during interactive rendering
The Batch Render tool can now load and render scenes using the GPU engine
Spot Light’s cone and penumbra angle parameters are now correctly migrated for V-Ray 2 scenes
The Rhino sun is now automatically disabled when setting V-Ray as a current renderer for the first time
The Use Irradiance Map Option is removed from the V-Ray BRDF and re-introduced into the Wrapper material
The Cutoff and Energy Preservation parameters are removed from the V-Ray BRDF Advanced Options rollout
Resolved an issue with newly created Proxy Mesh materials
Lights created in the Asset Editor during interactive rendering are now automatically enabled
Consistent material IDs get assigned when the same alembic (.abc) proxy file is loaded more than once
Some legacy materials and textures are migrated to their current equivalents (Legacy Noise, Angle Blend Material, Falloff ASGVIS, etc.)
Loading specific .vropt (V-Ray Options) files in the Asset Editor no longer causes errors
Material conflicts caused by linked blocks no longer have to be resolved twice when opening the project
The Bump material asset icon (in the Assets Outliner list) no longer changes after the scene is saved and reopened
Hidden Lights can now be toggled during interactive rendering
What’s New in v3.60.03? 3 July 2018
Optimizations & Workflow Improvements
The V-Ray Batch rendering tool can now load and render ‘.vrscene’ files. Vrscene sequences can also be loaded and managed as a single item in the Batch Render jobs list
Improved V-Ray support for native Rhino materials. The new material options available in Rhino 6 like ‘Fresnel reflectivity’, ‘Reflection polish’, ‘Trans. clarity’ as well as the preset material types (Glass, Metal, Paint, etc.) are now rendered correctly without the need for converting the Rhino material to a V-Ray shader
The utility function ‘Convert Rhino Material’ has been improved. Rendering a Rhino material and then converting it to a V-Ray shader will no longer change its appearance
The V-Ray for Rhino plugin information has been updated. A V-Ray logo icon has been used for the V-Ray plug-in entry in Rhino 6
The new animation API available in Rhino 6.4 has been utilized for V-Ray animation setups. The animation recording prompt window will no longer appear in Rhino 6. Camera and Sun animations will be automatically available for rendering once the Rhino set up has been finalized
The Material Conflict prompt window now displays info about the conflicting material and its origin file. The default conflict action and prompt toggle options are now saved per project and persist between sessions.V-Ray Fur viewport preview strand length is now based on the length parameter to give a better representation of what the rendered geometry will look like
Implemented Fur widget application dialog box
Changing a V-Ray Proxy input file now automatically changes the number of sub-material slots of its Multi-Material shader
3dm files created with the ‘Export Selected’ Rhino function include only the associated V-Ray materials
V-Ray for Grasshopper
Implemented V-Ray Proxy component. Load any .vrmesh file and use it in the Grasshopper definition. Connecting an array of Plane Transformations to the Proxy component will produce multiple instances of the same geometry. It is now possible to use V-Ray for Grasshopper as a Proxy scattering tool
Connecting a list of colors to a V-Ray Preset and Simple materials will output a material with multiple instances and the input colors distributed in between them
Grasshopper Mesh/Vertex Color data will be passed as a UV mesh channel if specified. Vertex color information can now be sampled and used for shading purposes
The V-Ray Render in Project component automatically sends light sources created in Grasshopper and connected to a Light Rig to the Rhino scene
Implemented viewport preview for the V-Ray Camera
Implemented viewport preview for the V-Ray Rectangle and Sphere lights
Scene changes made by the V-Ray Instancer component will result in immediate update during Interactive Rendering
Display ‘number of objects’ message for V-Ray multi-item components
Improvements & Bug Fixes
V-Ray AppSDK updated to version 1.24.02
Chaos License Server (previously known as V-Ray License Server) updated to version 5.1.1
A number of issues with the Two Point Perspective Rhino camera type have been resolved
The ‘Enter/Return’ key can now be used to confirm/apply parameter changes made in the Rhino light properties panel
Batch Render now works properly with different Rhino language packs
Fixed Rhino 5 crashes caused by empty sub-material slots
Fixed an issue with vacating Proxy sub-material slots during Interactive rendering
Linked blocks and their associated assets are now included when using Pack Project
Override Material settings now works correctly during Interactive Render
Loading a new Rhino project and then closing it no longer shows the Save Changes prompt window
Fixed a number of issues with incorrect projection mode used in Batch Render for jobs including named views and animation
Selecting or deselecting a light source no longer triggers an update during Interactive Rendering
Improved rendered Rhino viewport performance while manipulating materials in the V-Ray Asset Editor
What’s new in V-Ray 3.60.02
Rhino 6 Compatibility
V-Ray is now fully compatible with Rhinoceros 6
Implemented a minimum host application version requirement during installation. V-Ray for Rhinoceros 6 is built to run on the official Rhino 6.2 version or later. This is now accounted for in the installer
Updated V-Ray Interactive viewport mode. Selections can now be viewed on top of the rendered image
MORE POWERFUL GPU RENDERING
Faster, more powerful GPU rendering adds support for on-demand mip-mapping, aerial perspective, displacement, subsurface scattering, matte/shadows, and more.
HYBRID GPU+CPU RENDERING
V-Ray GPU running on NVIDIA CUDA can now take full advantage of all available hardware, including both GPUs and CPUs.
In scenes with many lights, the new Adaptive Lights mode can help you speed up render times by up to 700%.
Lights can now be instanced and controlled as a single light in the Asset Editor.
The entire V-Ray for Rhino interface has been updated and streamlined for a more intuitive, user-friendly workflow.
Manage all of your scene files in one place. Set file paths, create scene archives, and keep track of assets like textures, IES files, and proxy objects.
V-RAY COLOR PICKER
New color picker allows you to select color values in Screen sRGB (0–255) or Rendering (0.0–1.0) color space.
V-RAY SCENE IMPORT
Import and render V-Ray scenes (.vrscene) from other applications such as 3ds Max, Revit, and SketchUp.
Give your scenes depth with new realistic 3D fog and light scattering effects.
NEW TEXTURE MAPS
Fine-tune the look of your scene with new gradient, color temperature, and procedural noise texture maps.
Quickly add surface detail without extra modeling using the new optimized 2D displacement. It’s perfect for architectural materials like brick and stone.
ANIMATED PROXY OBJECTS
Easily add pre-animated 3D objects like walking people and trees blowing in the wind with animated V-Ray proxies.
Control the look of V-Ray proxies in the Rhino viewport. Select from Whole mesh, Bounding box, Point (Origin), Custom preview, and a new low poly Proxy preview mode.
The V-Ray Denoiser is now easier to set up and you can refine settings even after you render.
V-Ray 3.6 for Rhino introduces a new simplified workflow for rendering light studies, turntables and fly-through animations.
V-RAY FOR GRASSHOPPER
V-Ray for Grasshopper is now quicker and simpler with new preset lighting and material setups. Grasshopper objects can be rendered directly as part of the Rhino scene without baking geometry.
CLOUD RENDERING EARLY ACCESS PROGRAM
Chaos Group’s seamless cloud rendering service debuts in V-Ray 3.6 for Rhino.
NOW COMPATIBLE WITH VRSCANS
Access to over 650 photorealistic, drag-and-drop materials. Learn more
What’s new in V-Ray 3.40.02
NEW FEATURES AND IMPROVED UI ADDED: V-Ray for Rhino 3.40.02 includes upgrades to the license server, user interface, light sources, and many more improvements. Your V-Ray for Rhino experience will be easier and smoother. This update is free for V-Ray 3.x for Rhino customers.
License Server updated to version 4.4.
Match Viewport mode added to Render Output/Aspect Ratio drop-down menu. This matches the rendered image to the viewport’s aspect ratio.
Geometry Type icons added to the Asset Editors Geometry list. The icons identify the geometry type even if a custom name has been used.
Light Type icons added to the Asset Editors Light list. These icons identify the light source type, and enable or disable the light.
Side-by-side stereo output layout implemented.
Directionality parameter added to the Light Rectangle light source. This allows you to narrow the light and focus its direction.
Object as Clipper allows you to clip with a custom geometry (nurds or mesh).
What’s New in V-Ray 3.0 for Rhino
New UI: Designer-friendly user interface for faster and easier workflows.
Material library: Select from over 500 drag and drop materials to speed up your next project.
V-Ray Swarm: Render with maximum power using V-Ray’s new simple and scalable distributed rendering.
Denoiser: Automatically remove noise and cut render times by up to 50%.
Virtual Reality: Render virtual reality content for popular VR headsets.
Section cuts: Render quick cutaways and cross sections with V-Ray Clipper.
Aerial perspective: Add depth to your images with realistic atmospheric effects.
Grass & fur: Create realistic grass, fabrics and carpet with V-Ray Fur.
Here are 2 tutorials to help you get started with V-Ray Next for Rhino. One is designed for architects and the other for Designers. Both tutorials also have a link to step by step instructions and tutorial assets.
This link is being provided as a convenience and for informational purposes only; it does not constitute an endorsement or an approval by Toolfarm.com of any of the products, services or opinions of the corporation or organization or individual. Toolfarm.com bears no responsibility for the accuracy, legality or content of the external site or for that of subsequent links. Contact the external site for answers to questions regarding its content.