Vray 3.0 til 3DMax er ude!

Progressive Rendering

V-Ray 3.0 introduces a new Progressive Image Sampler. Fast to set up and easy to control, the Progressive Image Sampler generates fast feedback even with complex features such as Environment Fog, Depth of Field, and Motion Blur. The Progressive Image Sampler uses a path traced rendering engine compatible with multiple GI solutions including Brute Force, Irradiance Map, and Light Cache.


 

Faster Ray Tracing

Ray Tracing Performance

V-Ray 3.0 introduces significant optimizations to the ray tracing core. This speeds up calculations for Brute Force GI, Progressive Path Tracing, Reflections, Refractions, and more. Beta testers have reported speed increases of up to 5X


 

Quick Settings

Quick Settings provide artists with production-ready presets and simple rendering quality controls all within a single compact interface.


 

 

Advanced V-Ray Frame Buffer

The new V-Ray Frame Buffer introduces advanced color controls forContrastHSL, and Color Balance. In addition, the VFB now includes support for LUTs (.cube), ICC (.icc), and OpenColorIO (.ocio) color management profiles.


 

 

Render Mask

Render Mask uses an object selection, include/ exclude list, or texture map to control the exact pixels to be rendered.


 

Faster Hair

V-Ray 3.0 introduces core ray tracing improvements with optimizations for shading and rendering millions of strands of semi-transparent hair. Beta testers report speed increases up to 15X.


 

Ray Traced SSS

V-Ray 3.0 introduces improved Subsurface Scattering with support for object-based and ray traced illumination. V-Ray RT CPU also adds SSS support.


 

 

VRmats

 

V-Ray 3.0 introduces VRmat functionality to 3ds Max. Previously known as Vismats, VRmats are an XML-based material description for sharing V-Ray shaders across multiple applications. VRmats are currently compatible with V-Ray 3.0 for 3ds Max, V-Ray 2.0 for Rhino, and V-Ray 2.0 for SketchUp. Support for additional applications including Maya and Softimage is currently in development.


 

 

Max Ray Intensity

Max Ray Intensity clamps secondary rays to remove noise generated by very bright sources. This removes artifacts while retaining dynamic range