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GPU Rendering with VRay RT in 3ds Max

In this review session, we will have a look at some of all the new GPU features of V-Ray 3.5 for 3ds Max. I’ll teach you how to switch to GPU rendering, and how to setup your scene within 3dsmax. If you don’t have an nVidia card, that supports the CUDA framework, you can still use VRay RT (the GPU renderer) with the OpenCL framework, so don’t worry. 🙂

Then we’re having a more detailed look at some of the new features in the V-Ray framebuffer itself. The ability to change focus, zoom in, select materials and object, directly from the interactive framebuffer.

With that out of the way, we’re gonna look at a cool new shader, the Stochastic Flakes Material. I’ll give you a quick overview of how to set it up and use it.

Finally, I’ll show you an example of the aerial perspective atmospheric effect, and how I’ve used it in a simple scene with some projection mapping.

There’s a lot of new GPU features, so I won’t go in too much detail about all of them. But please let me know if there’s anything you’d like to know more about. I’d be happy to make some tutorials on some of it.

All the new feature:

Low GPU Thread priority
Support for some of the new features:
• Adaptive Lights
• Interactive Lens Effects
Support for old features:
• Render masks
• Cashed Irradiance maps
• Directional lighting
• Aerial Perspective (introduced in 3.3)
• V-Ray Clipper
Shader support:
• Stochastic Flakes (introduced in 3.4)
• Matte Shadow Catcher
• VRayColor2Bump
• Forest Color Support (from iToo Forest pack
Lower GPU Memory usage
• Improved algorithms
• On-Demand Mip-Mapping
Added support for more Render Elements:
• VRay Atmosphere
• Velocity
• RenderID
• ObjectID
• MtlID