V-Ray 6.01.00 For 3ds Max 2018-2023 [WiN x64]

By | February 18, 2023

 

Release Year/Date : Feb 14, 2023
Version : 6.01.00
Developer : Chaos Group
Developer Site : https://www.chaos.com/
Bit depth : 64bit
Interface language : English
Tabletka : present
System requirements : Processor – Intel 641, AMD64 or compatible processor with SSE4.2 support
RAM – Minimum 8 GB RAM, recommended 64 GB RAM
Operating system – Microsoft® Windows® 8.1, Windows 10 or Windows 11 operating system
Autodesk® 3ds Max – 3ds Max® 2018, 2019, 2020, 2021, 2022, and 2023 (64-bit)
USB port – Required for customers using legacy hardware lock, preferably USB 2.0
TCP/IP – Only IPv4 required for distributed rendering is supported. IPv6 is currently not supported.
License Server – 6.0.0 or later
GPU Acceleration
NVIDIA CUDA with minimum required compute capability 5.22: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s);
NVIDIA RTX with compute capability 5.22: RTX cards with latest recommended video driver3;
2GB VRAM
V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;
NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing- and Ampere-based NVIDIA card with latest recommended video driver3
1 – Windows 11 is required for running Intel Alder Lake processors.
2 – CUDA compute capability and card reference
3 – With V-Ray 6, using older drivers (less than 495.xx) on Ampere cards may lead to incorrect render results with RTX. More information on V-Ray GPU is available at Chaos.com.


Description : Chief among the new features in V-Ray 6 for 3ds Max include Chaos Scatter, the new Chaos tool for spreading objects over surfaces, first introduced in Corona 8.
The tool is an alternative to traditionally more powerful third-party plugins such as iToo Software’s Forest Pack. Another interesting new feature is the VRayEnmesh modifier, which covers the surface of an object with repeating geometry, similar to a texture.

Unlike instancing, repeating geometry does not use additional memory – only the original mesh is loaded, allowing you to have “billions of polygons in the scene, without any impact on memory consumption.”

V-RayMtl received minor updates, including an integrated Thin Film layer for creating rainbow materials such as soap bubbles and oil slicks. There is also a new implementation of the SSS mode, which should speed up the rendering of translucent materials.

V-Ray Decal, the texture projection system introduced in V-Ray 5 for 3ds Max Update 2, now supports displacement maps.
VRaySky has received support for procedural clouds, which also cast shadows on the surrounding fog.

 


 

What’s New in V-Ray 6.01 :
New Features
VFB
Add masking support for Lens Effects and Denoiser layers in the VFB;
Support for comparing VFB History images with their own Layer Stacks;
Add custom color space options for the VFB Background layer;
Add Light Mix Render Element from the VFB directly;
VRayDenoiser
Integrate upscaling denoiser mode from NVIDIA into V-Ray;
V-Ray
Initial support for MaxUSD Exporter and USD Stage;
Deferred loading of the VRayBitmap viewport previews;
Support for exporting VrayRawRefractionFilter and VrayRawReflectionFilter RE in Chaos Cloud;
Support for exporting VRayRawDiffuseFilter RE in Chaos Cloud;
Add an option for Intel Open Path Guided Rendering in the Light Cache rollout;
VRayLightMix, VRayLightSelect
Material support for VRayLightSelect RE (LightMix);
VRayDecal
Cylindrical projection functionality for V-Ray Decal;
VRayDecal to respect surface bump;
VRayLight
Custom light decay for V-Ray lights;
VRayPhysicalCamera
Override resolution per VRayPhysicalCamera;
Add proportion guides to VRayPhysicalCamera;
VRayVolumeGrid
Deform Volume Grid in Volumetric, Volumetric Geometry and Isosurface modes when Bend, Skew, Taper, Twist, Melt, or Stretch modifiers are applied to them. No support for streamline and GPU viewport preview yet. No support for .vrscene rendering and Cloud rendering yet;
Button for converting the currently shown velocity streamline preview into native 3ds Max splines;
V-Ray GPU
Add support for Compressed Textures mode on V-Ray GPU;
Mesh mode support for VRayClipper;
Port the “Uniform” illumination mode of the VRayMtl Translucency on GPU;
VRayCryptomatte support for objects seen through refraction/reflection;
Integrate VolumeInstancingTree and VolumeGrid instancing optimizations into V-Ray Standalone CPU;
V-Ray Sphere Fade
Add an “invert” option to the VRaySphereFade atmospheric, similar to the one in Maya;
Modified Features :
V-Ray
Make the VRayDecal mask blend for displacement;
Instancing 3ds Max .vrscene export support for VolumeGrid;
Export of animated film gate of VRayPhysicalCamera;
Warning in the Scene Analyzer for scenes with Irradiance map;
Silent installation changes the .xml file values;
Ability to specify channel numbers for UVs and other alembic arbGeomParam data;
Improve context menus of material and map buttons;
Improve VRayLightMix’s right-click menu;
Expose the DeleteResumableFileOnSuccess option in the V-Ray for 3ds Max interface;
Progressive caustics performance improvements
Optimize OSL headers loading;
Improve the machine info printed in the log in V-Ray Standalone or by the -version flag;
support for long error messages;
CPU IPR should read the mtl_maxdepth settings;
VRaySun/VRaySky
Improve V-Ray Sky procedural clouds by adding parameters for density, seed and contrails;
V-Ray, V-Ray GPU
LightMix during Light Cache building and progressive undersampling;
Support for user attribute modes of VRaySamplerInfo RE in V-Ray GPU;
VRayPlane
Add option to VRayPlane to use real world scale;
VRayDecal
VRayDecal works even if it is hidden;
Improve VRayDecal’s cylindrical workflow;
VRayLight
Improve light sampling for VRayEnvironmentFog;
Update light linking in IPR, when user updates light exclude/include list;
Draw a viewport preview for VRayLight decay options;
Lights scattered by VRayInstancer should be controlled by their sources in VRayLightSelect elements (LightMix);
VFB
New color for the pressed state of “Test resolution” in VFB;
Increase the maximum of the Glare Size parameter from 100% to 200%, while keeping the soft maximum to 100%;
Add light selection functionality in LightMix;
V-Ray .vrmat converter
Redesign the VRmat Exporter;
VRayVolumeGrid
Faster rendering of VolumeGrid instances in V-Ray Standalone CPU;
Make the 3ds Max “Export and Render in V-Ray GPU as VRayVolumeGrid” also affect the Ocean, Grid, Foam and Particle Phoenix textures;
Option to turn off the smoothing of the mesh normals;
Add “Do not show this message again” checkbox to the dialog asking to enable Static Default Geometry for Ocean Mesh mode in 3ds Max;
Allow manual creation of the VolumeGrid atmosphere, but no more than one instance;
Visibility and self-shadowing checks for VolumeGrid, instaced by VRayInstancer;
Recognize by default the “velocity(x)”, “velocity(y)” and “velocity(z)” grid channels and the “particles_velocity” from VDBs from Blender;

Own Light Scatter Mult and External Scatter Mult are not greyed-out when Scattering mode is Disabled or Ray-Traced in 3ds Max;

V-Ray, V-Ray Bitmap to VRayBitmap converter, V-Ray Scene Converter
Remove ‘maxver’ global from vrayutils.ms to avoid clashes;
VRayMtl
Shadow opacity optimizations;
VRayMtl, VRayLight
Detect missing Cosmos assets and auto-download them on user choice;
VRayOSL
Embed standard OSL header files into the OSL library;
Add frame index as OSL shader attribute;
expose access to shutter time in camera shaders;
VRay GLSL, V-Ray GPU
Expose time global variable in camera shaders for GPU;
VRayPluginNode
Changing the name of the VRayNoiseTex when copying it;
VRaySun, VRaySky, VRayAerialPerspective
Add an Affect Alpha option in the VRayEnvironmentFog and VRayAerialPerspective;
Replace VRaySun’s .enabled parameter with .on (maxscript);
VRaySwitchMtl
VRaySwitchMtl’s nodes and properties Materials to be with the same numerations;
Show the VRaySwitchMtl sub-material in the viewport in respect to the current switch value;
Qt UI Implementation :
Implement Qt UI of VRayLightMix and VRayLightSelect RE;
Implement QtUI of VRayMetaball;
Implement Qt UI of VRayDecal;
Implement Qt UI of VRayRenderId RE;
Implement Qt UI of VRayZDepth RE;
Implement Qt UI of VRayWireColor RE;
Implement Qt UI of VRayVelocity RE;
Implement Qt UI of VRayUnclampedColor RE;
Implement Qt UI of VRayVectorDisplBake;
Implement QtUI of VRayToon RE;
Implement Qt UI of VRayMtlSelect RE;
Implement Qt UI of VRayRaw/Refraction/Reflection/Filter RE;
Implement Qt UI of VRayObjectID RE;
Implement Qt UI of VRayMtlID RE;
Implement QtUI of VRayLightingAnalysis RE;
Implement Qt UI of VRayExtraTex RE;
Implement Qt UI of VRayDRBucket RE;
Implement QtUI of VRayCryptomatte RE;
Implement Qt UI of VRayAO RE;
Implement Qt UI of V-Ray Object properties;
Implement Qt UI of VRayDisplacementMod;
Implement Qt UI of VRayDenoiser RE;
Implement QtUI of VRayInstancer;
Implement Qt UI of VRayHairFarmMod and VRayOrnatrixMod;
Implement Qt UI of VRaySamplerInfo RE;
Implement QT UI of System rollup;
Implement QT UI of Caustics rollup;
Implement QT UI of GI rollup;
Implement QT UI of Color mapping rollup;
Implement QT UI of Tiled texture options and Proxy preview cache rollups;
Implement QT UI of Light Cache rollup;
Implement QT UI of Camera rollup;
Implement QT UI of Image Sampler and Image filter rollups;
Implement QtUI of VRayAtmosphere RE;
Implement Qt UI of vrscene export and cloud submit dialogs;
Implement QtUI of VRayDirt;
Implement QtUI of VRayEnvironmentFog;
Implement Qt UI of VRayOptionRE;
Implement Qt UI of VRaySSS2 RE;
Implement Qt UI of VRScansZone and VRScansPMaskElement REs;
Implement QtUI of VRayFur;
Implement QtUI of VRayGLSLTex;
Implement Qt UI of VRayGLSLMtl;
Implement QtUI of VRayOSLTex;
Implement QtUI of VRayOSLMtl;
Implement QtUI of VRayIES;
Expose tooltips for Qt UI of VRay Materials/Maps and Render Setup in 3ds max versions 2020-2019;
Implement Qt UI of VRayObjectSelect and MultiMatte REs;
Implement QtUI of VRaySun;
Implement QtUI of VRayAmbientLight;
Implement QtUI of VRayLight;
Implement QtUI of VRayPhysicalCamera;
Implement Qt UI of VRayPlane;
Implement QtUI of VRayPtex;
Implement Qt UI of VRayScene;
Implement Qt UI of VRaySphereFade;
Implement QtUI of VRayAerialPerspective;
Implement QtUI of VRayToon;
Bug Fixes :
V-Ray
Camera Motion Blur doesn’t work in IPR;
Incorrect IPR results when excluding an object from the Source Light instanced by VRayInstancer;
Incorrect values ​​when using only one of the input color components on GPU/Standalone;
After importing specific Cosmos assets, the translation of objects becomes abnormal and Undo stops working;
VRayCompleteMap baking element disappears from the V-Ray GPU rollout;
3ds Max crashes when a USD file, created by the Omniverse exporter, is rendered in V-Ray;
Random crash when starting IPR from VFB with specific scene;
The translucency of the VRayMtl is not written to the albedo render element;
Render mask on Layer mode does not respect Layer hierarchies;
Bucket size is transferred to V-Ray GPU, when set in V-Ray CPU;
VRayMtl Environment Map field missing from UI in 3ds Max 2018;
Region rendering disabled in IPR when “Built-in Buffer” is disabled;
Cosmos lighting assets import with the wrong mode;
VRaySheenReflection render element causes difference in VRayTotalLighting element in specific scene;
Crash on .vrscene export with Separate files option=on and any of the sub options disabled;
Incorrect IPR results when excluding an object from cloned (instanced)
Incorrect export of VRayLight’ s animated parameters to USD;
If a viewport is maximized all 4 viewports show their borders when dropping a Cosmos 3D asset;
occasional crash on downloading missing assets from cosmos;
Use world units spinners for the VRayMtl’s “Dim distance” and translucency “Thickness”;
Cosmos materials with fog are imported incorrectly;
V-Ray installation overrides newer Cosmos installations with an older one;
Animated Alembic meshes produce incorrect velocities when modifiers are applied;
Empty rollouts when opening scene with obsolete Expert UI mode setting;
Crash while downloading multiple misallocated Cosmos assets to use with current scene;
VRayDistanceTex not properly updating upon object movement in V-Ray GPU;
3ds Max 2018 crashes when a VRayMtl is created or copied in the Material Editor while the IPR is running;
Random crash when rendering a sequence, using Live Link with Vantage;
Wrong render of the ZDepth render element with Catmull-Rom Image Filter;
Difference in export with VRayNormalMap when a map is used in the bump map slot;
Crash with an empty VRayEnmesh reference objects list in V-Ray Standalone;
Changes to a material in the CME do not show in the viewport in real time;
Diffuse color changes from Compact material editor are not updated in the viewport;
Anima characters not following walkway path on scene export;
Discrepancy in Standalone with visible Dome lights and VRayZDepth;
Anima 4D characters rendering distorted in Standalone animation;
UV Space Map channel for VRayNormalMap is not exported;
Crashes with NormalBump on instance delete and undo or creation;
Including/Excluding a light through the trace sets in the V-Ray Properties of an object does not work correctly;
VRayInstancer does not render properly VRayLightMtl in VRender and Standalone GPU/CPU, when Direct Illumination is On;
Export render region from the context menu Scene Exporter;
Various Atmospheric gizmos used with VRayEnvironmentFog are rendered with uniform shape when exported;
Forest Color map produces color tint artifacts/variations in Element mode in GPU IPR;
Main channel selection in the Standalone Denoiser not working;
LPE light tags support;
Longer render and load time with Alembic compared to VRmesh;
Compile geometry is slow when there are 735 proxy files referencing the same .vrmesh file;
Specific Tiled EXR file returns black color when applied as texture, due to only channel present in file being rgb.R;
.vrscene file path is reduced to 256 characters;
VRayVolumeGrid
The Loop Time Bend mode treated as Direct Index mode when exporting from 3ds Max to vrscenes, rendering with V-Ray GPU or on the Chaos Cloud;
V-Ray Distance texture used as a Fire opacity mask doesn’t update properly during sequence render with V-Ray GPU;
Can’t animate the ‘Fire Multiplier’, ‘Physically Based’, ‘Fire Opacity Mode’ and the Smoke Color ‘Based On’ parameters when exporting to V-Ray Scene;
The Mesh of the VolumeGrid has Vertical Fade level erroneously applied to it and it can’t be turned off;
Crash when rendering with Scanline after the scene has been rendered with V-Ray;
The Render Elements might render black with freshly started 3ds Max and Volume Light Cache enabled;
Smoke opacity modulated by V-Ray Distance texture doesn’t show the correct result in the viewport GPU Preivew;
Voxel Velocity and Streamline Velocity previews show much less data than they should with Auto Range and a moving VolumeGrid;
The Streamline Velocity preview does not exclude the inertial velocity of a moving container like the old Velocity preview does;
3ds Max crashes when rendering in Isosurface Render Mode and a Gradient Ramp texture, set to Lighting Gradient Type, is used as a V-Ray Environment texture map;
saved images from the GPU preview with frames outside the timeline have cache indexes clamped to the nearest timeline frame;
VRayPluginNodeTex map in the Bump map slot renders with different strength after export;
V-Ray, V-Ray GPU
Displacement applied on a Decal does not render correctly on the opposite side of the camera;
VRayDecal mask is not clamped;
V-Ray GPU
Mismatch in Diffuse shading and displacement using the same Triplanar texture;
Cryptomatte masks for lights are not working in V-Ray GPU;
CUDA error 700 appears when toggle off/on the Volumetric Environment set to Fog during Interactive render with GPU;
555f00prism.vrscan causes Maya to crash when GPU render is started;
Crash with NVlink and artifacts with V-Ray light positioned exactly at 90 degrees and matte surface, using V-Ray GPU;
VRayMultiSubTex in Random By Element mode with dynamic geometry produces incorrect results;
Crash when using Refraction+Alpha on specific object;
VRayDecal with disabled ‘Use decal user properties’ renders differently in V-Ray GPU;
Wrong clipped VRayLights objects with OOC when VRayClipper is set with Use Object Material;
GPU Light cache freezes when scrubbing the timeline during IPR with specific scenes;
Reflect/Refract Affect All Channels doesn’t work with VRayBackground RE;
Crash in V-Ray GPU IPR with BF+BF and refractive glossy VRayMtl when changing translucency modes;
Difference between CPU and GPU with VRayMultiSubTex Random By Element and non-default motion blur geometry samples;
Textures on objects are not rendered correctly with motion blur and viewport subdivision;
Dynamic geometry doesn’t update in Interactive when deformed;
V-Ray, VRayAlSurfaceMtl, VRayFastSSS2
Override Material’s Preserve Original Opacity does not work with VRayFastSSS2 and VRayALSurfaceMtl;
V-Ray, VRayInstancer
VRayScatter does not work with VRayCryptomatte;
V-Ray, VRayInstancer, VRayMultiSubTex, V-Ray GPU, VRayTriplanarTex
Wrong motion blur with Chaos Scatter and inconsistent ID assignments;
V-Ray, V-Ray Bitmap to VRayBitmap Converter, V-Ray Scene Converter
VRmat exporter with all scene materials causes MAXScript exception when exporting background color textures;
V-Ray Scene Converter does not propagate Strength Mult. parameter from CoronaNormal to VRayNormal;
VFB
Crash when resetting CC Layers stack while Curves are being recalculated;
Saving an image from the VFB with the Background layer set to “As Foreground” produces black overlay;
Missing color corrections when uploading an image from VFB History to Chaos Collaboration;
Remove MaxScript commands for the old VFB from the vfbControl list;
VRayDecal
VRayDecal’s helper with an assigned material does not update properly its viewport preview when changing its dimensions;
VRayDecal to work with VRayUserScalar/VRayUserColor;
VRayEnmesh
VRayEnmeshMod does not work with Opacity;
VRayEnmeshMod’s Crop box position is misallocated in 3ds max 2023;
Enmesh does not properly work with masked decals;
Incorrect results with masked VRayDecal projected on VRayEnmesh;
VRayEnvironmentFog
Artifacts with 5 or more VRayEnvironmentFog gizmos;
VRayGLSL
Crash when deleting the light while rendering a scene with VRayGLSLTex in V-Ray IPR;
VRayGLSL, V-Ray
VRayGLSLMtl does not generate render channels in V-Ray for 3ds Max;
Crash with generator_outline.frag;
VRayGLSL, VRayOSL, VRayMDL, VRayPluginNode
Texture used with VRayOSLMtl doesn’t show with production rendering;
VRayInstancer
Thinking Particles object renders despite primary visibility being OFF;
VRayLight
VRayBitmap’s QT Map button in Dome Light doesn’t load textures accurately;
Modifying the settings of existing VRayLight in a previously saved scene transfers them to every other consecutively created light;
Adaptive dome light artifacts when Caustics are enabled;
VRayMDL, VRayGLSL, VRayOSL
Crash with ill-formed parameter lists in OSL;
Crash after deleting `[[string widget=”null”]]` metadata;
VRayMtl
Wrong results when projecting opacity-mapped VRayDecal onto VRayMtl with Refraction or Translucency mode;
Dragging an HDRI from Cosmos to VRayBitmap input field is not working;
XRef material is populated with the whole material tree in SME on render;
VRayOSL
Incorrect handling of empty camera shader nodes when targeting the GPU;
OSL preprocessor warnings are treated as errors;
Access violation with camera shaders which make use of `transform()`;
VRayOSL, V-Ray
Tiling of input textures not taken into account in V-Ray GPU;
VRayPhysicalCamera
DOF has to be applied when “Bitmap aperture” is active but the bitmap itself is not loaded in VRayCam settings;
VRaySun, VRaySky, VRayAerialPerspective
VRaySky realistic viewport pixels are clamped to 1.0;
VRayPluginNode
VRayPluginNodeTex map in the Bump map slot renders with different strength after export;
V-Ray Toolbar, VRayMtl
Wrong viewport shading of objects with VRayMtl when assigned from V-Ray Toolbar;

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