V-Ray 3.6 for 3ds Max released by Chaos Group

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V-Ray 3.6 for 3ds Max released by Chaos Group

Chaos Group has released V-Ray 3.6 for 3ds Max, the latest update to its production renderer, adding support for V-Ray Hybrid, its new hybrid CPU/GPU-based rendering system.

The update also adds support for Nvidia’s NVLink technology, which enables V-Ray to pool GPU memory across separate graphics cards, plus support for automated ID matte-generation system Cryptomatte.

 

V-Ray Hybrid runs V-Ray RT CUDA code on both GPU and CPU
The big change in V-Ray 3.6 is V-Ray Hybrid: an interesting new CPU/GPU-based rendering system.

The technology enables the CUDA code used by V-Ray RT GPU, V-Ray’s interactive preview renderer, to run on the CPU as well as the GPU, with identical results.

This enables V-Ray RT GPU to co-opt all the compatible processor cores in a workstation, speeding up renders: in Chaos Group’s benchmark tests, by around 10-20% over rendering on the GPU alone.

And that’s on a machine with two Quadro GP100 GPUs – the most powerful Nvidia workstation graphics card available – but much older Intel Xeon E5-2687W v3 CPUs: still powerful, but not the current top of the range.

Faster, but still not as fully featured as CPU rendering
However, the new technology is more of an incremental improvement in GPU rendering than a complete step change.

While anything that can be rendered using V-Ray RT GPU will now render faster – and if the benchmarks are representative, significantly faster – that doesn’t mean you can render everything faster.

While Chaos Group has been steadily expanding the feature set, V-Ray RT GPU doesn’t yet support all of the features of V-Ray CPU, the CPU-only implementation of the engine. You can see a comparison table here.

Moreover, neither implementation supports all of the features of V-Ray’s final-quality production renderer, and Chaos Group’s blog post is at pains to point out that the two engines will remain separate in future.

And, obviously, since V-Ray Hybrid is based on CUDA code, it will only work with Nvidia GPUs: if you’re using an AMD card, you’ll need to stick with the OpenCL version of V-Ray RT GPU as normal.

 

Other CPU-rendering-related features
The update also introduces support for NVLink: Nvidia’s proprietary technology for high-speed communication between GPU and CPU, or between GPUs.

That makes it possible to share memory across compatible GPUs, helping to alleviate one of the drawbacks of GPU rendering: that it’s only possible to render scenes small enough to fit into graphics memory.

At the minute, the only GPUs that support NVLink are the Quadro GP100 and the Tesla P100 server card, but presumably that will change as Nvidia rolls out new Quadros.

Support for Cryptomatte, plus more options for VRayLightSelect
Other new features in V-Ray 3.6 for 3ds Max include an extension of the VRayLightSelect render element, which enables users to separate the contributions of individual lights to a scene into separate passes.

The new Full mode enables VRayLightSelect to output all of the information available, including GI, SSS, reflection and refraction, rather than just a light’s diffuse and specular contributions.

The update also introduces support for Cryptomatte, Psyop’s in-house technology for generating ID mattes automatically from 3D renders, which the studio made available open-source last year.

Collectively, the features should make it much easier to relight a shot during compositing, as shown in the video above.

The update also extends the resumable rendering system introduced in V-Ray 3.5 for 3ds Max, making it possible to load resumable rendering files in V-Ray’s virtual frame buffer; and adds support for 3ds Max 2018.

Pricing and availability
V-Ray 3.6 for 3ds Max is available for 64-bit 3ds Max 2013 and above. New licences start at $1,040 for one floating user licence and one floating render node licence. The update is free to existing users.

 

All NEW features :

V-Ray

  • Support for 3ds Max 2018
  • Add Full mode for light select elements and made it the default setting

V-Ray IPR

  • Add material/node picking in VFB
  • Add right-click menu (real zoom, view navigation)

V-Ray GPU CUDA

  • Added support for CPU rendering (c++/cpu device type)
  • Added support for NVIDIA NVLink

V-Ray GPU

  • Add support for Full mode Light Select Render Element on GPU
  • Initial support for SSS in MDL

VFB

  • Ability to load progressive resumable files in the VFB

VRayMDLMtl

  • Add the ability to override textures in MDL parameter initialization with V-Ray plugins

 

Modified Features


V-Ray

  • Add an option to include or exclude render elements in deep files
  • Add an option to save render elements in separate folders
  • Add more material types to the V-Ray toolbar V-Ray Material button
  • Add warnings and abort the rendering if it fails to read tile data from tiled OpenEXR file
  • Disable subpixel color mapping when using adaptive lights
  • Distributed accumulation of the light contributions for adaptive lights
  • Error in VRayLightLister script with VertexPaint modifier
  • Faster rendering of proxies and instances when Embree is enabled
  • Grey out Motion blur samples when Use default moblur samples is checked
  • If there is only one instance of a mesh in the scene, it should always be static geometry
  • Improve parsing of many small .vrscene files in a single scene
  • Improved error messages for writing raw OpenEXR files
  • Rename the One voxel per mesh option in the V-Ray mesh export dialog to Optimize for instancing and enable it by default
  • Take into account the Skip Existing Images Max option when using V-Ray VFB
  • The default value for the “Dynamic memory limit” option should be 0 (unlimited)
  • V-Ray lights should draw black in the viewports when disabled
  • VRayRawShadow/VRayShadows/VRayMatteShadows render elements are incorrect with adaptive lights

V-Ray IPR

  • Optimized scene updates
  • React to changes in the render mask; – if turned on from the beginning

V-Ray RT

  • Add MaxScript option (vrayExportRTScene incrBaseFrame:true …) for incremental .vrscene export
  • Improve memory usage when there are millions of instances in the scene
  • Remove Coherent tracing option from the UI
  • When rendering production we should notify the scene nodes for every frame

V-Ray GPU

  • VRayColor2Bump texture is no longer required in order to have bump with procedural textures
  • Enable VRayClipper and VRayDirt to mutually respect each other
  • OpenCL version supports AMD GPUs only
  • Optimized Gradient and Gradient Ramp textures
  • Print a warning that GPU only supports bitmaps in VRayTriplanarTex

VFB

  • Add frame number to the Render history images details
  • Add overlay for active right-click menu modes (Real Zoom, Select Object…)
  • Enlarge arrows on flyout buttons as they are very hard to see

VRayGLSL / VRayOSL

  • World to camera and camera to world transformations are wrong

VRayOSL

  • Support for alternative location of OSL include files

VRayInstancer

  • Add support for AutodeskPointClouldMtl Multiplier option

VRayLightSelect

  • Renamed former modes to Direct … to indicate they are concerning direct illumination only

VRayMDLMtl

  • Add UI support for MDL parameter annotations
  • Add support for object space
  • Improve MDL error handling in case of unexpected parameters

VRayProxy

  • Implement proxy preview caching

VRayStereoscopic

  • Add new fragment merge mode, where fragments are merged by render ID and z-depth

VRayScatterVolumeMtl

  • Add a light multiplier parameter

VRayAerialPerspective

  • Add primary visibility control to aerial perspective

VRayStereoscopic

  • Deep EXR output through Spherical Camera generates wrong Z value for objects behind camera plane

VRayVolumeGrid

  • Add an option to use environment variables in cache files paths
  • Display the viewport label only when there is no cache loaded
  • New Bezier and Spline ramp points should follow the slope of the curve
  • Option to disable the Optimizing Volumetrics rendering pre-pass
  • Reduce the memory usage of the mesh preview and rendering

vdenoise.exe

  • Add an -offset option to make it easier to use Backburner
  • Optimize vdenoise.exe hardware accelerated version

vrimg2exr.exe

  • Enable Buffer size (in MB) values of 0 and greater than 8000 in the GUI

Bug Fixes


V-Ray

  • Adaptive light artifacts with low LC subdivs
  • Artifacts with VRayEnvironmentFog and adaptive lights in certain situations
  • Crash when rendering VRayFur on Body Object through VRayPhysicalCamera (3ds Max 2016 and earlier)
  • Crash when updating textures with external programs while ActiveShade is running
  • Crash with Data Channel modifier Curvature operator
  • Faceted shading when using standard lights with VRayShadow with big area shadow size and Box type
  • First atmospheric effect result is applied twice if the next effect is aerial perspective with active set to false
  • Missing shadows of proxies when motion blur is on and Embree for motion blur is off
  • Incorrect reflective caustics on matte surfaces
  • Object’s Subdivs multiplier has no effect for VRayFur, Ornatrix and ForestPro
  • Progressive sampler memory usage increases with each resumed frame
  • Wrong environment mapping in reflections of matte objects
  • Wrong render of V-Ray lights in Render mask Layer mode
  • Wrong render progress during loading and saving progressive resumable files
  • Zero render image dimensions are set when rendering with 3ds Max frame buffer and VFB region is set

V-Ray RT

  • Add VRayToon invert parameter to the export of render element
  • Animated texmap output amount is not rendered correctly in animations with production rendering
  • Artifact with direct lights and VRayEnvironmentFog
  • Artifact with volume grid and direct lights with shadow radius enabled
  • Changing the sampling parameters during interactive rendering breaks the sampling
  • Crash when opening the Material Editor with bitmap textures during ActiveShade session
  • DR server may become unusable if the file stream reception from the client is interrupted
  • Disappearing geometry with VRayLightMtl and Direct Illumination on during ActiveShade session
  • GLSL textures do not render
  • Missing first segment of RailClone object rendered with DR
  • Rendering never finishes when rendering animation with DR and no local host
  • Resumable rendering overwrites the render elements separate saved images for the skipped frames with the last frame’s ones
  • Scenes with animated lights crash on second frame when rendered in production with DR
  • The static geometry option of VRayDisplacementMod is not exported properly when the displacement mode is subdivision
  • The first frame of animated FOV in PhysicalCamera renders wrong
  • VRayLightMtl Direct illumination subdivisions are not taken into account
  • VRayToon causes refraction fog color rendered more intense
  • Wrong progress bar with Production rendering
  • Rendering is restarted when OCIO is enabled/disabled in the VFB

V-Ray GPU

  • Adaptive Lights are not updated after change in region/resolution during ActiveShade
  • Adaptive Lights space is always allocated even when adaptive lights are disabled
  • Add support for arbitrary clipper exclude list items
  • affect_alpha for dome light does not work for refraction rays
  • Animation stuck on the third frame in specific scene (out of process)
  • Artifact in the zenith of the sky with VRayAerialPerspective
  • Artifacts with Keep continuity of VRayDisplacementMod and VRayScannedMtl
  • VRayBlendMtl material not rendered with OpenCL rendering
  • CUDA clamps VRayLightMtl with assigned VRayColor
  • Camera lens distortion is not working when motion blur is ON
  • Camera position is not updated when using a Camera Map Per Pixel map in a scene with an animated camera
  • Can’t make bump working with rounded edges and composite tex in Max
  • Crash with particular scene in V-Ray GPU in Max
  • Crash with render to texture in Max
  • Crash with shared VRayEdges textures between materials in specific scene
  • Different results with VRayClipper and Camera rays only option enabled
  • Dome light is visible in the alpha through matte object with opacity
  • Driver 380+ causes some scenes to render bitmaps with wrong UV
  • GI is calculated in with RT GPU mode, even when OFF
  • GPU LightCache reports increasing memory usage between frames when rendering animation
  • GPU renders black when BRDFVRayMtl::fresnel=1
  • Gradient color changes in VRaySoftBox are not handled properly
  • Improve triangle intersection precision
  • Installer should set CUDA_CACHE_MAXSIZE to at least 256MB
  • Memory leak with VRayMDLMtl
  • Objects with VRayOverrideMtl and Visible to camera off are still rendered in RT GPU
  • OpenCL renders black in active shade after a scene change
  • Reduce CPU usage when RT is paused
  • RT GPU (CUDA) doesn’t render BRDFVRayMtl fog color texture
  • Reflection/Refraction are not matte when rendered with RT CUDA
  • Remove double adding to normals RE
  • Sometimes V-Ray may enter a deadlock when rendering with CUDA
  • Sphere lights with animated scale crash when rendered with motion blur
  • Stage 2 error with Forest Pack scene
  • Take into account the UVW generator when baking textures
  • TexAColorOp in power mode not working as expected
  • Textures are not rendered if the filename contains the “$” symbol
  • The Color opacity option has been suspended by V-Ray GPU mode
  • The Use pixel aspect button in the VFB doesn’t work when rendering with GPU
  • The VFB is not getting reset after AL are built for GPU in Production rendering
  • VRayDenoiser produces artefacts on VRayProxy in the denoised result when DR
  • VRayDirt with bias is flickering in animations
  • VRayPhysicalCamera optical vignetting is not rendered with CUDA
  • VRayTriplanarTex was not rendered correctly with tiled UVs greater than 1
  • Washed out effect of Soft Light blending in Composite texture
  • Wrong alpha channel with VRayLights with Directional parameter above 0.0
  • Wrong progress bar with GPU Production rendering

V-Ray IPR

  • Canceling copying of textured light causes crash in specific scene
  • IPR didn’t stop when the VFB was closed
  • Random rendering start failure
  • Wrong 2D displacement with scene manipulations

DR

  • There are files generated in the folder c:\user\vlado on DR render servers

VRayHDRI

  • VRayHDRI with Ground projection is not correctly projected on a plane that exactly coincides with the VRayHDRI ground
  • Textures with Ground projection enabled are not correct on matte objects when visible through reflection

VRayALSurfaceMtl

  • Not working with VRayLightSelect render element

VRayClipper

  • Missing shadows with dynamic geometry
  • Unhandled exception when mesh type clipper is used with 3ds Max standard lights and shadows

VRayDirt

  • Crash when copying exclude lists, containing deleted nodes, through MaxScript
  • Exclude lists stop working properly after some modifications

VRayFur

  • Crash when rendering VRayFur placed on Body objects defined by splines (with any camera and from viewport)

VRayInstancer

  • Differences in scale between Particle Flow rendering natively and instanced
  • Export to .vrmesh of objects with large number of instances never completes
  • VRayInstancer does not render materials with bitmaps properly on the instanced geometry

VRayLightMeter

  • Light meter object cannot be picked

VRayDisplacementMod

  • Crash during rendering

VFB

  • All flyout buttons are not expandable during post-effect calculations
  • CC sliders’ numeric value edit boxes are not scaled properly on HiDPI screens
  • Middle button panning gets disabled when there is the Pixel Info window open
  • Panning out of the VFB with real zoom on sticks
  • Pixel info shows values for the wrong image when Compare A|B is swapped
  • effectsResult channel is created even in create Render Elements only mode

VRayMDLMtl

  • Crash after scene reset
  • Exporting and rendering a scene causes crash with out-of-process V-Ray RT
  • Hard-coded textures in MDL materials render black
  • Index of refraction calculations are broken
  • Loading an mdl file after mdl_filename has been cleared through MaxScript crashes 3ds Max
  • Material parameters of enum types are not overridden
  • Materials with df::tint modifier have wrong shadows
  • NaNs are generated when shading degenerated faces
  • Not exported when inside a blend material
  • Opacity maps cause rendering artifacts
  • Stopping a render, resetting the scene and rendering again causes unhandled exception

VRayOSLMtl / VRayOSLTex

  • Random crash on opening the Compact material editor

VRayProxy

  • Wrong Face IDs with Alembic meshes

VRaySamplerInfo

  • Broken normals with VRayMtl

VRayScatterVolumeMtl

  • Renders too dark

VRayScene

  • Crash on rendering end
  • Nodes with modified material in Snippet editor disappear in V-Ray RT renders

VRaySphere

  • Nested refractive spheres don’t get intersected correctly

VRayToon

  • The toon effect does not respect trace sets
  • VRayLight type Dome is completely covered with toon color in Orthographic renders

VRayVRmatMtl

  • Unhandled exception when rendering with UDIM tiles

VRayVolumeGrid

  • Artifacts when rendering overlapping containers in Volumetric Geometry mode
  • Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
  • Can’t use Stoke MX Field_texmap to control the smoke opacity channel
  • Exporting a .vrscene with VRayVolumeGrid calculates light and particle pre-passes
  • First frame is skipped when looped
  • Opening a cache file with a negative frame index does not load the rest of the sequence
  • The Loop Overlap option is not exported to V-Ray RT and .vrscene from 3ds Max
  • VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On

V-Ray Light Lister

  • Grouped lights are not displayed

vdenoise.exe

  • Denoising on GPUs fails in a specific situation

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