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V-Ray 4

Discussion in 'CGI News' started by snakema, Dec 6, 2017.

  1. snakema

    snakema Group Buy HEAD
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    V-Ray 4 FOR 3 DS Max (BETA 1)
    Chaosgroup started beta for the next v-Ray Version for 3 DS Max, some of the new features you will find:
    - V-Ray GPU (now supports vrscans, fog, volume grids)
    - Adaptive Dome Light (no longer need portal lights, render times up to 5 times faster)
    -Auto exposure y white balance
    - Returns (updated and new interface)
    - new shader for hair
    -Switch Material
    -VRay Plugin Material & texture
    - Denoiser render elements (now denoiser applies to all elements)
    - new v-Ray SDK...
     
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  2. snakema

    snakema Group Buy HEAD
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  3. Andy47

    Andy47 Well-Known Member
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    Where do yo get this info from, not even a hint on the official forum... The Adaptive Dome Light (no need for portals any more) is something that was mentioned a while back.... Auto Exposure, something that was added to Solid Rocks a while ago, will be a nice addition and the fact that all render elements can use the de-noiser will be very welcome

    BUT....what on earth are these

    Returns (updated and new interface)???
    Switch Material???
    Vray Plugin Material and Texture???
     
  4. Juancho9305

    Juancho9305 Member
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    Returns the VRayPhysicalCamera...
     
  5. Andy47

    Andy47 Well-Known Member
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    NOTE: That videos title is wrong "Vray 4 for 3DSMax is here:....." is incorrect.
     
  6. snakema

    snakema Group Buy HEAD
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  7. snakema

    snakema Group Buy HEAD
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  8. Andy47

    Andy47 Well-Known Member
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    Yes, but the video title is incorrect and there is also no mention of this being in beta nor any of the other stuff listed in your original post. Plus still have no idea what... Returns (updated and new interface), Switch Material and Vray Plugin Material and Texture actually mean.

    All that video (and the other 4 tests) shows is Vlado testing the new Nvidia Optix denoiser, which he just so happened to have tested with with a 4.01.01 build of Vray, as he mentioned on the forum.
     
  9. roocoon

    roocoon Well-Known Member
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    Maybe the Switch Material is related to something similar they have in Vray for Modo.
    It's described here: https://docs.chaosgroup.com/display/VRAYMODO/V-Ray+Switch+Material
    There's also a switch_material.py command in Vray for Blender. Quickly switch materials without going through the Properties Editor.

    Or it's something else completely. We'll know sometime next year.
     
  10. noise2render

    noise2render Active Member
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    Glad i have a cpu with SSE 4.2 instruction !!!!! cant wait for a trial (waiting)
     
  11. Andy47

    Andy47 Well-Known Member
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    For now my only problem is you need to use a separate version of Max, to install the beta and it (at present) doesn't support various plugins, most importantly no forest pack pro, which is due to the rewrite of the SDK.... I've gotten so used to my version of Max and although I have others installed, only for conversion of scenes etc, it would be really nice to be able to quickly switch the vray version I am using, rather than have to install it, on a different version of Max.. I shall give it a blast for sure, but it just won't feel right for me.. Still it's nice that I will get the chance to check it out , although will be difficult to say how much better/worse it is, when it's not running in my preferred version of Max.. Yeah I know, I could install the plugins I want in the other Max versions I have, but that's not what I want.. Bit of a stick in the mud when it comes to Max I guess.

    Anyway, I did see someone say they had installed it and were having a play with it and could not get DoF preview in viewport working... Now that's a new one to me, I thought, I've never heard about Vray being able to do that and it's certainly not in the features list for the beta... Also I guess some people just don't understand the meaning of BETA tester.. You try stuff, you report on it's success / failure, they do what they can to fix it, if required, they add more new stuff as time goes by and eventually almost everyone gets the things they wanted.. but obviously not all (there are always people that want more) like preview of DoF in the viewport haha

    So for now, my only requested feature for the new beta, will be the ability to switch Vray versions within the same version of Max, by installing them in different folders..and choosing which one in the normal render setup. Yes it would take some serious rewriting, but hey, stranger things have been requested.
     
  12. roocoon

    roocoon Well-Known Member
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    So is SSE 4.2 a requirement or nice to have?
     
  13. noise2render

    noise2render Active Member
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    roocoon
    As a new feature they upgraded to SSE 4.2 for more speed i guess, there is a chance that v4 will include backward compatibility i mean they have to or they gonna loss some customers with lower end CPUs. So they may make legacy version just like corona.

    Andy47
    Even if its at final stage, vray 4 having bugs and broken features is no surprise cuz devlopers need to redo the coding and stuff, thus introducing new bugs and even similar bugs which are fixed in older versions.
     
  14. roocoon

    roocoon Well-Known Member
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    Hopefully so, but unlikely.
    They didn't seem to care about those customers when they released PhoenixFD 3.05.00 (they dropped support of lower lever processors).
     
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  15. Andy47

    Andy47 Well-Known Member
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    I have an Intel i7 4770K @3.50GHz... hardly the latest thing. Got it back in January 2014


    I also seriously doubt they will include backward compatibility for older processors, anyone seriously using Vray (at least I should imagine) will have a compatible processor. I would think people using OLD (no SSE 4.2) processors, would be those using a hacked version or schools, colleges, universities, who can get Vray far cheaper anyway... Also REAL users, would likely upgrade their kit anyway, since they are going to get a return on their investment.

    Having done some very simple tests, even my not so new, but SSE 4.2 compatible system, shows some very welcome improvements in speed, when using this (WIP) Adaptive dome light feature, though even rendering it a second time, the timing seems to improve and rendering three images with Adaptive off, then on, then off again, the final image with it off, if much faster than the 1st one. weird.

    I basically had a 4m square room, with two windows, a vray plane, a vray dome light and a vray physical camera, all materials were flat mid grey vray material.. The first render was 1min 33sec at 640x480, with Adaptive off, the second with adaptive on was 45 sec, then the third with adaptive off again, was 1 min 14sec.

    oh and I hate Max 2016.

    I think once it gets to the release stage and compatibility with Forest Pack etc, is there. These speed improvements will not be so great.. Forest Pack, even now, can seriously slow down a render. So some will gain and others will not. For me though it's not speed that is the most important thing.. It's how clean the renders are. If one render in 3.6 took an hour, but still had a bit of noise, then Vray 4.0 comes along and can do the same render in the same hour, but much cleaner, I'd be very happy.

    Anyway as Vlado says, the final release is a long way off and for me it's just nice to be able to play with it, while they tweak the code, add features, fix stuff etc. Though much of the work is on the GPU side of things at the moment, which my kit isn't quite up to using for production at the moment, I am considering upgrading my kit next year, so we shall see. Right now it is far far too early to say much to be honest.. but it does appear to be much improved on the cleaner faster front
     
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  16. Juancho9305

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    A Changelog that i found

    Build 4.02.01 (V-Ray Next, Beta 1) (11 December 2017)
    ==============

    New features:
    (*) V-Ray: Update the SDK to make greater use of SSE instructions for 3D vector, color and matrix operations;
    (*) V-Ray: Update Embree to version 2.13;
    (*) V-Ray: Add options for auto-exposure and auto white balance in the Camera section of the render settings;
    (*) V-Ray: Add tooltip translation support for various languages;
    (*) V-Ray: Add scripts for the 3ds Max Scene Converter (2017 and newer) for various scene elements to V-Ray ones;
    (*) V-Ray: Add drag-n-drop support for V-Ray asset files onto the 3ds Max window (.vrmesh, .abc, .vrscene, .ies, .aur, .f3d, .vdb, .vrlmap, .vrmap);
    (*) V-Ray: Require CPU with SSE 4.2 to support SIMD optimizations;
    (*) V-Ray: Show render progress on the Windows taskbar buttons;
    (*) V-Ray GPU: Add support for glossy Fresnel;
    (*) V-Ray GPU: Improved GPU 3D displacement;
    (*) V-Ray GPU: Initial version of GPU dedicated UI (to be further simplified in next versions);
    (*) V-Ray GPU: Initial support for VRayEnvironmentFog (without textures);
    (*) V-Ray GPU: Initial support of VRayVolumeGrid (brute force probabilistic volume sampling only);
    (*) V-Ray GPU: Initial support for VRscans (VRayScannedMtl);
    (*) V-Ray GPU: Support for Bercon Noise texture;
    (*) V-Ray GPU: Support for DoF with pinhole camera;
    (*) VRayLight: New adaptive dome light option to help speed up rendering of interior scenes and IBL in general (work in progress);
    (*) VRayHairMtl2: Implement initial version of a new hair shader with melanin color control;
    (*) VRayDenoiser: Ability to denoise multiple render elements in a single pass (also added denoising on/off in various other REs);
    (*) VRayMDL: Ability to manage include paths through MAXScript;
    (*) VRayMDL: Support for UTF-8 resource file paths;
    (*) VRayMtl: Add a texmap slot for the GGX GTR tail falloff;
    (*) VRayOSL/VRayMDL: Allow adding shader include paths from UI;
    (*) VRayPluginNode: Initial implementation of VRayPluginNode material and texture;
    (*) VRayProxy: Modifiers applied to VRayProxy objects are rendered correctly (the proxy is converted to a regular mesh);
    (*) VRayRenderTime: Per-pixel render time information render element (bucket sampler only);
    (*) VRayScannedMtl: Add triplanar mapping option;
    (*) VRaySwitchMtl: Add switch material for selecting sub-materials based on a texmap value;
    (*) VRayVolumeGrid: Integrate new velocity-based grid interpolation method;
    (*) vdenoise.exe: Implement GUI for use without command-line parameters;
    (*) vrstconvert.exe: Add the deep reader and converter for .vrst files to V-Ray for 3ds max and Nuke installations;
     
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  17. Andy47

    Andy47 Well-Known Member
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    If you want to post the changelog, maybe the best place to find it would be from the source


    Build 4.02.01 (V-Ray Next, Beta 1) (11 December 2017)
    ==============

    New features:
    (*) V-Ray: Update the SDK to make greater use of SSE instructions for 3D vector, color and matrix operations;
    (*) V-Ray: Update Embree to version 2.13;
    (*) V-Ray: Add options for auto-exposure and auto white balance in the Camera section of the render settings;
    (*) V-Ray: Add tooltip translation support for various languages;
    (*) V-Ray: Add scripts for the 3ds Max Scene Converter (2017 and newer) for various scene elements to V-Ray ones;
    (*) V-Ray: Add drag-n-drop support for V-Ray asset files onto the 3ds Max window (.vrmesh, .abc, .vrscene, .ies, .aur, .f3d, .vdb, .vrlmap, .vrmap);
    (*) V-Ray: Require CPU with SSE 4.2 to support SIMD optimizations;
    (*) V-Ray: Show render progress on the Windows taskbar buttons;
    (*) V-Ray GPU: Add support for glossy Fresnel;
    (*) V-Ray GPU: Improved GPU 3D displacement;
    (*) V-Ray GPU: Initial version of GPU dedicated UI (to be further simplified in next versions);
    (*) V-Ray GPU: Initial support for VRayEnvironmentFog (without textures);
    (*) V-Ray GPU: Initial support of VRayVolumeGrid (brute force probabilistic volume sampling only);
    (*) V-Ray GPU: Initial support for VRscans (VRayScannedMtl);
    (*) V-Ray GPU: Support for Bercon Noise texture;
    (*) V-Ray GPU: Support for DoF with pinhole camera;
    (*) VRayLight: New adaptive dome light option to help speed up rendering of interior scenes and IBL in general (work in progress);
    (*) VRayHairMtl2: Implement initial version of a new hair shader with melanin color control;
    (*) VRayDenoiser: Ability to denoise multiple render elements in a single pass (also added denoising on/off in various other REs);
    (*) VRayMDL: Ability to manage include paths through MAXScript;
    (*) VRayMDL: Support for UTF-8 resource file paths;
    (*) VRayMtl: Add a texmap slot for the GGX GTR tail falloff;
    (*) VRayOSL/VRayMDL: Allow adding shader include paths from UI;
    (*) VRayPluginNode: Initial implementation of VRayPluginNode material and texture;
    (*) VRayProxy: Modifiers applied to VRayProxy objects are rendered correctly (the proxy is converted to a regular mesh);
    (*) VRayRenderTime: Per-pixel render time information render element (bucket sampler only);
    (*) VRayScannedMtl: Add triplanar mapping option;
    (*) VRaySwitchMtl: Add switch material for selecting sub-materials based on a texmap value;
    (*) VRayVolumeGrid: Integrate new velocity-based grid interpolation method;
    (*) vdenoise.exe: Implement GUI for use without command-line parameters;
    (*) vrstconvert.exe: Add the deep reader and converter for .vrst files to V-Ray for 3ds max and Nuke installations;

    Modified features:
    (*) V-Ray: Simplify code at key points by removing stale parts and avoid wasting time on branches;
    (*) V-Ray: Better render time estimation for progressive sampling;
    (*) V-Ray: Optimize the use of DR servers (early free servers at the end of a render so that they can join other jobs);
    (*) V-Ray: Reduce the number of samples in the light cache;
    (*) V-Ray: Optimize intersection calculations with SIMD where possible;
    (*) V-Ray: Faster calculation of surface normals for 3D displacement;
    (*) V-Ray: Allow licenses with the server to be accssed through a network proxy;
    (*) V-Ray: Remove the "Show GI Only" option from the render settings as it's obsoleted by the VRayGlobalIllumination render element;
    (*) V-Ray: Print a warning if a node has different shadow and GI visibility flags as this causes artifacts with the adaptive dome light;
    (*) V-Ray GPU: Support for material IDs higher than 255 in the 3ds Max Multi/Sub-object material;
    (*) V-Ray GPU: Faster VRayDirt & rounded corners in some cases;
    (*) V-Ray GPU: Support for VRayDirt "Consider same object only";
    (*) V-Ray GPU: Better sampling of rectangle and mesh lights in some cases;
    (*) V-Ray GPU: Better sampling of glossy materials;
    (*) V-Ray GPU: Optimize GPU displacement/subdivision compile times;
    (*) V-Ray GPU: Improve normal mapping in procedural maps;
    (*) V-Ray GPU: Broadcast 3ds Max rendering notifications during production rendering;
    (*) V-Ray GPU: Export Ornatrix and HairFarm instances emitted by VRayInstancer;
    (*) .vrscene export: Add export times for various scene objects (i.e. Nodes/Nodes' meshes/Materials/Texmaps);
    (*) .vrscene export: Export for VRayNoiseLevel render element;
    (*) .vrscene export: Export the Cryptomatte render elements;
    (*) .vrscene export: When exporting animations to vrscene and motion blur is OFF, export at exact frame times;
    (*) VFB: Ability to load as background OpenEXR images with data window;
    (*) VFB: Auto-fit for A/B images with different resolutions;
    (*) VFB: Save 3ds Max scene path to history and add option to load the scene from the VFB history right-click context menu;
    (*) VFB: Support for gamma 2.2 color correction in the VFB history;
    (*) VRayHDRI: Optimize memory usage for opaque and monochrome bitmaps (work in progress);
    (*) VRayMtl: Faster rendering of glass materials with diffuse components;
    (*) VRayMtl: Add "Compensate camera exposure" for Self-illumination;
    (*) VRayMtl: Remove the highlight glossiness parameter and the lock button;
    (*) VRayPhysicalCamera: Reintroduce the V-Ray physical camera and update its UI;
    (*) VRayDistanceTex: Optimize both viewport preview and rendering speeds;
    (*) VRayInstancer: Ability to instance Ornatrix and HairFarm objects;
    (*) VRayFur: Add dynamic tessellation option;
    (*) VRayGLSL/VRayOSL: Change range of GLSL/OSL anisotropy rotation parameter of GGX BRDF;
    (*) VRayIES: Add option to specify the actual light power of the source, instead of using the prescribed power from the IES profile;
    (*) VRayLight: Change the Half-Length/Half-Width options to Length/Width for Plane light;
    (*) VRayMultiSubTex: Add a random seed parameter;
    (*) VRayMultiSubTex: Add option for the VRayMultiSubTex texture to cycle through the textures;
    (*) VRayMDL: Add support for "boolean" widgets;
    (*) VRayMDL: Make widget types case-insensitive;
    (*) VRayMDL: vMaterials autodetection;
    (*) VRayMDL: Improve anisotropy precision;
    (*) VRayScene: Possibility to use shader names with MtlMulti/GeomStaticMesh;
    (*) VRayVolumeGrid: Ability to horizontally or vertically stretch and flip the selection in curve controls;
    (*) VRayVolumeGrid: Implement stronger Approximate Scattering for brighter regions and lower scattering for the darker regions of the same volume;
    (*) VRayVolumeGrid: Improve temperature interpolation using the Precise Tracing method;
    (*) VRayVolumeGrid: Flickering when rendering Smoke Color based on a gradient with varying data range with Approximate Scattering;
    (*) VRayVolumeGrid: Option to control the minimum visible voxel opacity for the volumetric shader;
    (*) VRayVolumeGrid: Option to disable preview cache load during simulation or when not rendering;
    (*) VRayVolumeGrid: Rename Cache Start to Cache Origin and Play Start to Timeline Origin;
    (*) VRayVolumeGrid: Render negative Fire from caches imported from FumeFX;
    (*) V-Ray scene converter: Add conversion from Autodesk Bitmap to VRayHDRI;
    (*) V-Ray .vrmat converter: Add partial support for VRayLightMtl;
    (*) ply2vrmesh.exe: Skip subdivGeometry and displaced in vrscene files with and directly convert the linked static mesh;
    (*) vdenoise.exe: Ability to denoise multiple render elements in a single pass;
     
  18. Juancho9305

    Juancho9305 Member
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    Thanks @Andy47 I found only the part that i posted. i donĀ“t have access to the VRay Next forum.
     
  19. noise2render

    noise2render Active Member
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    can someone leak the beta installer please ?
    the hype is tickling... (waiting)