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This topic contains 74 replies, has 32 voices, and was last updated by RQC412 RQC412 1 week, 2 days ago.

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  • #9263
    d.roswell
    d.roswell
    Participant

    thanks guys and all members to make it happen! lovely done

    #9273
    d.roswell
    d.roswell
    Participant

    null

    hi guys, so i was doing some tests on my home workstation(2990wx, 64gb ram, gtx 770) and since i have the luck to compare with the original vray next i have at work, i could discovered some imprecisions in how the denoiser works. the ai denoiser on my gtx 770 isnt working but at work on my k5200 yes; so since i know that all video cards are supported starting from the 6xx version, i suppose its a dongle bug that hopefully will be fixed in the next versions.

    talking about instead of the default vray denoiser, i’ve find out that in order to have the almost same looking image, you have to lower quite a bit the strenght of the denoiser so with my scene the most closer result i had was at 0,2 instead of 1,0 with the original version. maybe i could go at 2.2 or 2.3 but still the difference is quite big. Luckily its not a severe bug and for stability and performance, magic dongle is the way to go

    thanks eric and the team for you’re efforts

    #9283
    d.roswell
    d.roswell
    Participant

    null

    hi guys, so i was doing some tests on my home workstation(2990wx, 64gb ram, gtx 770) and since i have the luck to compare with the original vray next i have at work, i could discovered some imprecisions in how the denoiser works. the ai denoiser on my gtx 770 isnt working but at work on my k5200 yes; so since i know that all video cards are supported starting from the 6xx version, i suppose its a dongle bug that hopefully will be fixed in the next versions.

    talking about instead of the default vray denoiser, i’ve find out that in order to have the almost same looking image, you have to lower quite a bit the strenght of the denoiser so with my scene the most closer result i had was at 0,2 instead of 1,0 with the original version. maybe i could go at 2.2 or 2.3 but still the difference is quite big. Luckily its not a severe bug and for stability and performance, magic dongle is the way to go

    thanks eric and the team for you’re efforts

    update: i found out that i was having this problems because i was rendering a scene done in vray 3.60.03, with a dome and an hdri inside; once enabled the adaptive dome (wip), those erros in the denoiser just went away and is working as original. so if u start ur scene right in vray next, u wont have nor of those problems.

    • This reply was modified 9 months, 1 week ago by d.roswell d.roswell.
    #9291
    presanim08
    presanim08
    Participant

    Great work guys! Many thanks to all members involved in finding this solution.

    #9297
    Lolo21
    Lolo21
    Participant

    i want to thanks all the community members that worked to make this happen, it works great!

    • This reply was modified 9 months ago by Lolo21 Lolo21.
    #9299
    Lolo21
    Lolo21
    Participant

    it works great!
    <img src="<img src=”https://preview.ibb.co/bzrvvV/vraynext.jpg” alt=”vraynext” border=”0″ /><br />what is the name of a baby frog<br />” alt=”xd” />

    • This reply was modified 9 months ago by Lolo21 Lolo21.
    • This reply was modified 9 months ago by Lolo21 Lolo21.
    #9303
    Thanos76
    Thanos76
    Participant

    Thanks to those who made the MagicDongle possible.
    After the tests I will give my opinions !!
    Best!!

    Muchas Gracias a los que hicieron posible el MagicDongle.
    Luego de las pruebas dare mis opiniones!!
    Saludos a Todos

    • This reply was modified 9 months ago by Thanos76 Thanos76.
    #9306
    Thanos76
    Thanos76
    Participant

    It works 100%, Tested in Distributed Render.
    Thank you again for the excellent work done!

    DR test

    #9310
    tresdeviz
    tresdeviz
    Participant
    #9315
    d.roswell
    d.roswell
    Participant

    Vray next update 1, thanks cgicommunity!

    #9316
    admin
    admin
    Keymaster

    V-Ray Next for 3ds Max update 1 is now available for buyers. Here are the main new features:

    New Viewport IPR & improved interactivity
    Keep working while you render with fast new viewport IPR. Interactivity in V-Ray IPR on CPUs is now faster and supports atmospheric effects.

    New Lens Effects
    New glare and bloom lens effects have been fully redesigned to be faster and more accurate.

    GPU bucket rendering
    Faster multi-GPU performance on workstations and distributed rendering, plus added support for Cryptomatte render elements.

    GPU fast fog
    Faster, better sampling of environment fog helps you quickly add depth to any scene with V-Ray GPU.

    GPU dispersion
    Now available in V-Ray GPU, render highly accurate light refractions that split into their component colors.

    Rolling shutter
    Emulate the warped motion blur effects common in digital video and cell phone cameras.

    Physical Hair with Glint & Glitter controls
    The V-Ray Physical Hair material adds new Glint and Glitter controls for better highlights.

    Improved lighting render elements
    Improved lighting passes provide consistent, artifact-free results that are independent of light sampling as well as better support for the Adaptive Dome Light.

    Improved V-Ray Cloud support
    Improved V-Ray Scene export adds support for more features when rendering on V-Ray Cloud.

    Enhanced color corrections
    VFB color corrections (including Background and LUT) can be saved with the final render as raw .vrimg or OpenEXR files. In addition, LUT strength can also be controlled.

    Light Select by Layer
    Assign groups of lights to layers and output as light select render elements.

    Improved Adaptive Lights and Adaptive Dome Light
    Get better image quality and cleaner results with V-Ray’s improved adaptive lighting algorithms.

    Some important notes:
    The Viewport IPR works only in 3ds Max 2017 / 2018 / 2019 (the API of 3ds Max 2016 and below doesn’t allow it)
    Atmospheric effects are now supported in V-Ray IPR (the regular CPU IPR)
    There will be a Hotfix for this update in about 2-3 weeks, including everything that we wanted to squeeze in now but we couldn’t (f.e. fixes for the artifacts in some of the REs with Adaptive Dome Light in V-Ray GPU)
    Full change log:

    Build 4.10.01 (V-Ray Next, update 1) (29 November 2018 )
    ==============

    New features:
    (*) V-Ray/V-Ray GPU: Add Nitrous viewport IPR support;
    (*) V-Ray GPU: Add bucket rendering support;
    (*) V-Ray GPU: Add support for the Cryptomatte render element when in bucket mode;
    (*) V-Ray GPU: On-demand texture mode support for IPR
    (*) V-Ray GPU: Support for VRayMtl refraction dispersion;
    (*) V-Ray Cloud: Lighting Analysis render element support;
    (*) VRayGLSL: Ability to read vertex color and vertex alpha from within shaders;
    (*) VRayInstancer: Add instancing mode “By particleInteger”;
    (*) VRayNoiseTex: A new texmap based on VRayPluginNode that renders the same both on V-Ray and V-Ray GPU and in V-Ray Standalone;
    (*) VRayHairNextMtl: Added Glint and Glitter controls;
    (*) VRayPhysicalCamera: Rolling shutter effect for motion blur;
    (*) VRayVolumeGrid: Add a .getFrameInfo() MAXScript function that retrieves the currently loaded frame info string;
    (*) VRayVolumeGrid: Add support for NVLink for GPU Volumetrics rendering;
    (*) VRayVolumeGrid: Add support for textures in GPU volumetrics;
    (*) VRayVolumeGrid: Implement render and preview of instanced nodes;
    (*) VRayVolumeGrid: Support for instancing volume grids and Particle Shaders using VRayInstancer in 3ds Max;
    (*) VRayVolumeGrid: Support for Scene and Object XRefs;
    (*) VFB: Add “Save in image” option to the LUT color correction;
    (*) VFB: Add Weight parameter for the LUT color correction;
    (*) VFB: Add an option to save image color corrections to raw .exr and .vrimg files;
    (*) VFB: Reworked lens bloom and glare lens effects calculation

    #9318
    admin
    admin
    Keymaster

    Modified features:
    (*) V-Ray: Lens effects memory and speed improvements;
    (*) V-Ray: Improve lighting render elements consistency, automatically enabled for new scenes and when using the adaptive dome light;
    (*) V-Ray: Improve light cache preview;
    (*) V-Ray: Hide the legacy VRayMap;
    (*) V-Ray: Print a warning when using the irradiance map with full light select elements;
    (*) V-Ray: Add Chinese tooltip translations;
    (*) V-Ray: Add a parameter for additional control of the auto-exposure (renderers.current.camera_autoExposure_compensatio n);
    (*) V-Ray IPR: Support for most atmospheric effects in IPR mode;
    (*) V-Ray IPR: Improve interactive responsiveness with heavy scenes;
    (*) V-Ray GPU: Improved image sampling with many (more than 1k) samples efficiency;
    (*) V-Ray GPU: Add support for RGB Tint and RGB Multiply textures;
    (*) V-Ray GPU: Faster calculations VRayFastSSS2 materials;
    (*) V-Ray GPU: Grey out the unsupported subdivs and cutoff parameters for lights, materials and textures;
    (*) V-Ray GPU: Reduce memory usage with motion blur;
    (*) V-Ray GPU: Speed up loading of 8-bit textures;
    (*) V-Ray GPU: Support for “Affect background” with the bucket sampler;
    (*) V-Ray GPU: Faster geometry updates during IPR;
    (*) V-Ray GPU: Add a warning if there is an unsupported render/bake element;
    (*) V-Ray GPU: Add Alembic visibility_list support for VRayProxy;
    (*) V-Ray GPU: Add support for GrowFX;
    (*) V-Ray Cloud: Add support for the Waves texmap;
    (*) V-Ray Cloud: Export color corrections settings in .vrscene files;
    (*) V-Ray Cloud: Support for Dent Map;
    (*) VRayDisplacementMod: Improve “Keep continuity” option to weld seams at vertices too;
    (*) VRayHDRI: Support for the tag;
    (*) VRayInstancer: Improve speed during scene preparation;
    (*) VRayGLSL/VRayMDL: Add support for “C++/CPU” CUDA devices rendering;
    (*) VRayOrnatrixMod: Implement Ornatrix v6 support for optimized hair data access;
    (*) VRayOrnatrixMod: Utilize the width data from the new OX Change Width modifier;
    (*) VRayOSL: Implemented the supported wrap modes;
    (*) VRayOSL: Add more parameters to the vray_subsurface closure;
    (*) VRayPluginNode: Add a short description info based on the plugin description;
    (*) VRayProxy: Read proxy files on demand so that only visible proxies are loaded;
    (*) VRayScene: Instancer is not shown in the viewport;
    (*) VRayLightSelect: Add Include/Exclude list by layer selection;
    (*) VRayOptionRE: Ability to update the exr metadata parameter in VRayOptionRE with a per-frame MaxScript callback;
    (*) VRayUnclampedColor: Remove the “color mapping” parameter;
    (*) VRayVolumeGrid: Expose the grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the ‘mbgrid’ script parameter;
    (*) VRayVolumeGrid: Support for the new transformation model of OpenVDB caches from FumeFX 5;
    (*) VFB: Add docking support for the main window (enabled by the VRAY_VFB_DOCKABLE environment variable);
    (*) VFB: Use text labels for the flyout buttons;
    (*) VFB: Lens effects size to accept values lower than 1.0;
    (*) V-Ray Toolbar: Align the newly created camera from “V-Ray Physical Camera” button;
    (*) V-Ray Bitmap to VRayHDRI converter: Improve responsiveness and conversion speed;
    (*) V-Ray Bitmap to VRayHDRI converter: The “Half” precision option should be on by default;
    (*) vdenoise.exe: Ability to apply lens effects from .vrscene files;
    (*) VRayDenoiser: NVIDIA AI denoiser uses less GPU memory for denoising;

    #9319
    admin
    admin
    Keymaster

    Bug fixes:
    (*) V-Ray: Warning messages about invalid bump normals should be printed just once per material;
    (*) V-Ray: Reduce slowdown due to repeating attempts to load missing texture files in case many materials refer them;
    (*) V-Ray: Very slow elliptical filtering with tiled textures;
    (*) V-Ray: Crash with region rendering, with render elements and Previous render set to Darken;
    (*) V-Ray: Crash with Forest Pro with VRayLightMtl with Direct illumination enabled;
    (*) V-Ray: Rare crash with infinitely recursive processing of 3ds Max progress bar events;
    (*) V-Ray: Different brightness with high-resolution renderings with Auto Exposure enabled;
    (*) V-Ray: Crash when rendering VRayLightMtl and VRayExtraTex with the same MultiTexture;
    (*) V-Ray: Artifacts with adaptive lights in different situations;
    (*) V-Ray: The “Direct visualization” option for caustics doesn’t work;
    (*) V-Ray: Starting a production render after IPR may cancel immediately in some scenes;
    (*) VRayLight: Artifacts in VRayShadows and VRayGlobalIllumination render elements with adaptive dome light or adaptive lights;
    (*) VRayLight: Adaptive dome light artifacts in specular in specific situations with max ray intensity enabled;
    (*) VRayLight: Artifacts with matte objects (matte for refl/refr = off) and adaptive dome light;
    (*) VRayLight: Artifacts with long and thin (like 7000×3) rectangle light;
    (*) VRayLight: Transparent objects with “cast shadows” off render black when there is a dome VRayLight behind them;
    (*) VRayLight: Dome light affects objects inside other objects with matte turned on;
    (*) VRayDenoiser: Super bright lens effects when using the NVidia AI denoiser with very noisy images;
    (*) V-Ray: Artifacts with Phoenix FD Ocean with Ocean Displacement;
    (*) V-Ray: BerconTile map has wrong mapping rendering from .vrscenes;
    (*) V-Ray: Different buckets with DR and Auto Exposure;
    (*) V-Ray: DR may have watermarks if network is unstable due to license failure;
    (*) V-Ray: Update change of geometry type per object (static or dynamic geometry) from the V-Ray object properties while rendering;
    (*) V-Ray: NaN pixels in VRayReflection render element;
    (*) V-Ray: Random crash when cancelling a batch render in 3ds Max;
    (*) V-Ray: Turning Frame Stamp off in the Render Setup is not working if it’s on in the VFB;
    (*) V-Ray: Tooltip translations are not applied to VRayLight and the V-Ray render elements;
    (*) V-Ray IPR: Crash when removing vertices or polygons while IPR is running and motion blur is enabled;
    (*) V-Ray IPR: Crash when modifying a texmap attached to VRayDisplacementMod;
    (*) V-Ray IPR: Crash when undoing deletions of geometries with VRayDirt;
    (*) V-Ray IPR: 3ds max crash when using VRayMetaball;
    (*) V-Ray IPR: Stalling the whole UI in scenes with many VRayScannedMtls;
    (*) V-Ray IPR: Crash when scrubbing the timeline in a scene with VRayMetaball;
    (*) V-Ray IPR: Changes to VRaySphereFade parameters are not updated;
    (*) V-Ray IPR: Random crash when restarting rendering with VRayOSL;
    (*) V-Ray IPR: Crashes when modifying geometry during rendering;
    (*) V-Ray IPR: Crash with animated Alembic files when dragging the time slider;
    (*) V-Ray IPR: “Hidden lights” option is ignored;
    (*) V-Ray IPR: Different exposure when using the Physical camera exposure Control and after toggling the Exposure option off-on with VRayPhysicalCamera;
    (*) V-Ray IPR: Set focus distance doesn’t update the DOF effect with VRayPhysicalCamera;
    (*) V-Ray IPR: Rendering gets stuck when rendering XMesh object;
    (*) V-Ray IPR: Black output with more than one VRayDenoiser render elements;
    (*) V-Ray GPU: Crash on the second frame with scenes containing lots of animated plugins;
    (*) V-Ray GPU: When there is just one light in the scene, adaptive lights unnecessarily resets the progressive buffer;
    (*) V-Ray GPU: Crash when loading new scene and IPR is still running;
    (*) V-Ray GPU: Unhandled exception when aborting IPR during VRayProxy loading;
    (*) V-Ray GPU: Crash when view dependent displacement is used with orthographic projection;
    (*) V-Ray GPU: Unhandled exception when VRayPlane is shaded with a VRayLightMtl with Direct illumination enabled;
    (*) V-Ray GPU: Wrong path expansion for IFL files if the full path to the IFL is not present;
    (*) V-Ray GPU: V-Ray raw image file is saved as 16-bit EXR regardless of the saving settings if VRayOptionRE is not present;
    (*) V-Ray GPU: IPR with DR hangs if you drag the time slider;
    (*) V-Ray GPU: “RGB Level” of Output map has no effect on Mix map unless “Enable color Map” is checked;
    (*) V-Ray GPU: VRayMtl with GGX brdf has incorrect glossiness in some situations;
    (*) V-Ray GPU: Sequence rendering stops after few frames on scene with Falloff map;
    (*) V-Ray GPU: VRayLight set to “Disc” produces wrong intensity when using the lumens unit;
    (*) V-Ray GPU: Environment ZDepth color does not match V-Ray;
    (*) V-Ray GPU: Black zdepth pass with “use camera clip boundaries” enabled and the physical camera’s clipping planes disabled;
    (*) V-Ray GPU: Artifacts with VRayScannedMtl with “Edges Displacement”;
    (*) V-Ray GPU: Artifacts with adaptive lights;
    (*) V-Ray GPU: Artifacts with adaptive lights and animation sequence;
    (*) V-Ray GPU: Animated intensity of VRaySun is not taken into account in IPR;
    (*) V-Ray GPU: Artifacts with displacement in scene with very narrow faces;
    (*) V-Ray GPU: Geometry with VRayEdgesTex with “Show subtriangles” enabled renders black;
    (*) V-Ray GPU: ExtraTex with Ramp driven by facing ratio internally uses no interpolation between positions;
    (*) V-Ray GPU: Invisible Dome VRayLight is visible through VRay2SidedMtl with refractive VRayMtl and transparent VRayMtl;
    (*) V-Ray GPU: Noisy alpha channel with shadow catcher objects;
    (*) V-Ray GPU: Difference in GI generated by matte objects using BF or LC with glossy reflections;
    (*) V-Ray GPU: The temperature attribute of the VRayRectLight doesn’t work when the light is set to be a “Disc”;
    (*) V-Ray GPU: Support for VRayLightMtl’s Opacity;
    (*) V-Ray GPU: Incorrect VRayPlane bump mapping;
    (*) V-Ray GPU: Wrong IPR render with specific scene with render elements;
    (*) V-Ray GPU: Fireflies with VRscan car-paint with flakes;
    (*) V-Ray GPU: VRayFastSSS2 on GPU gives additional specular artefacts;
    (*) V-Ray GPU: Flickering between the first and rest of the frames with Forest Pro and Mesh VRayLight;
    (*) V-Ray GPU: VRayRefractionMap, VRayRefractionFilterMap, VRayExtraTexMap result is blank when baking textures;
    (*) V-Ray GPU: The “Dim distance” parameter doesn’t work with Dome Lights;
    (*) V-Ray GPU: Cuda error 700 with VRayHairMtl with VRayHairInfoTex set to “Random by strand index”;
    (*) V-Ray GPU: Displacement AutoBump for GPU does not produce correct results;
    (*) V-Ray GPU: Issues with textures with either dimension larger than 32768 pixels;
    (*) V-Ray GPU: The Invert option of nested Output rollout/map renders wrong;
    (*) V-Ray GPU: Invert output option of VRayHDRI texmap is not properly considered when used with multiple materials;
    (*) V-Ray GPU: Backburner marks job as failed when there is an error in V-Ray messages for unsupported material;
    (*) V-Ray GPU: Wrong render of VRayFur and Ornatrix objects when using VRayUserColor map;
    (*) V-Ray GPU: VRayFastSSS2 is producing artifacts when a texture with black areas is loaded as a scatter radius texture;
    (*) V-Ray GPU: VRayDiffuseFilter render element for VRayFastSSS2 is rendered incorrect;
    (*) V-Ray GPU: VRayLightSelect render element for VRayFastSSS2 is rendered incorrect;
    (*) V-Ray GPU: Wrong render of edgesTex on subdivision surfaces;
    (*) V-Ray GPU: Artifacts with VRayScannedMtl and Bump multiplier;
    (*) V-Ray GPU: VRayEdgesTex not showing up in diffuse channel with IPR;
    (*) V-Ray GPU: Random crash with specific heavy scene with animation;
    (*) V-Ray GPU: Tint override in Forest Color is ignored when there is texture randomization;
    (*) V-Ray GPU: Unhandled exception when changing SSS materials during IPR;
    (*) V-Ray GPU: Crash with certain GLSL materials in BRDF mode;
    (*) V-Ray GPU: Crash when loading with a scene where geometry map channel info is inconsistent with face count;
    (*) V-Ray GPU: SSS artifacts on voxel edges of proxy object due to different voxel splitting on GPU;
    (*) V-Ray GPU: Crash when rendering animation with VRayProxy with multiple voxels;
    (*) V-Ray GPU: Black transparency effect in a scene with a lot of geometry stacked behind each other;
    (*) V-Ray GPU: Matte doesn’t work with Multi/Sub-object materials;
    (*) V-Ray GPU: Textures from IFL are not updating correctly during IPR;
    (*) V-Ray GPU: Animated clipping plane of VRayPhysicalCamera is not exported to .vrscene;
    (*) V-Ray GPU: Crash on update with animated meshes with motion blur during IPR;
    (*) V-Ray GPU: If there are unsupported elements baking output is wrong due to messed elements order;
    (*) V-Ray GPU: Unhandled exception with VRayPlane or VRayFur converted to mesh light;
    (*) V-Ray GPU: If V-Ray is the current render engine, V-Ray GPU utilization settings are exported with wrong values;
    (*) V-Ray GPU: Composite map with empty layers is not exported correctly;

    #9320
    admin
    admin
    Keymaster

    Моre bug fixes:
    (*) V-Ray GPU: Noise threshold reports are misleading;
    (*) V-Ray GPU: Forest Pack “Limit to Visibility” is not properly exported to .vrscene when the camera is animated;
    (*) V-Ray GPU: Body object is always exported with draft quality;
    (*) V-Ray GPU: Maxscript command vrayUpdateIPR() stops the IPR;
    (*) V-Ray Cloud: Export stats dialog should not be closed on scene node deletion;
    (*) V-Ray Cloud: Animated tilt and shift parameters of physical cameras are not exported in .vrscenes;
    (*) V-Ray Cloud: Animated color of the Falloff map is not exported;
    (*) V-Ray Cloud: Animated VRayPhysicalCamera target movement is not exported;
    (*) V-Ray Cloud: Flipped textures in VRayOSL;
    (*) V-Ray Cloud: Camera animation discrepancies with V-Ray;
    (*) V-Ray Cloud: Export VRayWireColor render element;
    (*) V-Ray Cloud: VRayNormalMap assigned to VRayBumpMtl is not exported;
    (*) V-Ray Cloud: No motion blur is rendered on the last frame when exporting a an animation frame range;
    (*) V-Ray Cloud: Vector displacement in “Object” mode produces wrong result;
    (*) V-Ray Cloud: Invalid colors when rendering scenes with two VRay2SidedMtl materials nested in each other;
    (*) V-Ray Cloud: Mesh VRayClipper doesn’t work if the mesh has animated parameters;
    (*) V-Ray Cloud: Animated parameters of VRayMtl are not exported;
    (*) V-Ray Cloud: Physical cameras with offset pivots are not exported properly;
    (*) V-Ray Cloud: Ornatrix feathers are not exported;
    (*) V-Ray Cloud: Animated intensity of VRayIES lights is not exported;
    (*) V-Ray Cloud: Animated Multiplier of VRayLights is not exported;
    (*) V-Ray Cloud: Animated VRaySun position is not exported;
    (*) V-Ray Cloud: Export for VRayMtlID render element in .vrscene files;
    (*) V-Ray Cloud: Texmap plugged into a texture slot of the Tiles map is rendered even if turned off;
    (*) V-Ray Cloud: Displacement turned off in the V-Ray Global Switches still renders;
    (*) V-Ray Cloud: Wrong material rendered when Falloff map is used;
    (*) V-Ray Cloud: Animated VRayPhysicalCamera “Zoom factor” is not exported;
    (*) V-Ray Cloud: Forest Pack object with “Visible to Camera” disabled still renders;
    (*) V-Ray Cloud: Animated slice modifier resets Material object ID’s when exporting animation in .vrscene;
    (*) V-Ray Cloud: Difference in render result when using MultiTexture;
    (*) V-Ray Cloud: Different result with V-Ray for invisible spherical VRayLight and VRayEnvironmentFog;
    (*) V-Ray Cloud: Material editor sample slots rendering slows down the vrscene export;
    (*) V-Ray Cloud: Wrong render time in V-Ray log when material editor is opened during IPR;
    (*) V-Ray Cloud: Wrong export of the Gain parameter of ColorMap;
    (*) V-Ray Cloud: Saving V-Ray raw image file and Separate render channels options are not exported;
    (*) V-Ray Cloud: Shutter offset of the Physical camera is not exported properly;
    (*) V-Ray Cloud: Exporting a .vrscene without animation always includes “//Frame at time 1” in the .vrscene file;
    (*) V-Ray Cloud: The option to lock the dome light texture orientation to the dome light viewport icon not taken into account when exporting animated .vrscene;
    (*) V-Ray Cloud: “Lights” option in Global Switches is ignored;
    (*) VRayALSurfaceMtl: Opacity slot not exported in .vrscenes;
    (*) VRayALSurfaceMtl: Endless render when the SSS1/2/3 radius values are set to 0;
    (*) VRayDistanceTex: Crash when using the material editor while a Phoenix FD simulation that is evaluating a VRayDistanceTex is running;
    (*) VRayDistanceTex: Not working with particle systems loaded in its objects list;
    (*) VRayDistanceTex: Texmap is affected only by renderable objects in V-Ray GPU;
    (*) VRayFur: Different bend direction between V-Ray and V-Ray GPU;
    (*) VRayFurStyler: Crash when copied/cloned;
    (*) VRayGLSL: Error when merging scenes with GLSL shaders;
    (*) VRayGLSL/VRayMDL/VRayOSL: Cloned or copied plugin may result in error;
    (*) VRayGLSL: Anisotropy has wrong mapping and rotation;
    (*) VRayGLSL: Shaders with uninitialized samplers crash with V-Ray GPU;
    (*) VRayGLSL: GLSL materials cause V-Ray GPU to recompile kernels on each start;
    (*) VRayGLSL: Shaders use too much memory per thread;
    (*) VRayGLSL/VRayMDL: LLVM produces code for Skylake processors that causes crashes;
    (*) VRayGLSL: vr_RayFlags has incorrect value with V-Ray GPU;
    (*) VRayGLSL/VRayMDL: Crash with specific shader rendering with V-Ray GPU;
    (*) VRayGLSL: Vector displacement in “Object” mode does not work with V-Ray GPU;
    (*) VRayHDRI: Undo doesn’t work for Bitmap field;
    (*) VRayIES: Cloning a light causes it to render incorrectly;
    (*) VRayInstancer: Instances are rendered with the particle materials instead of the instanced geometry material;
    (*) VRayLight: Crash when rendering with a MAXScript plugin derived from VRayLight;
    (*) VRayMDL: Param block error on scene load;
    (*) VRayMDL: Crash when the material of the node is changed;
    (*) VRayMDL: Empty material crashes 3ds Max when rendering with V-Ray GPU;
    (*) VRayOrnatrixMod: Crash with VRayHairNextMtl and motion blur;
    (*) VRayOrnatrixMod: ObjectSpace data per vertex of the hair is not working in V-Ray Next;
    (*) VRayOrnatrixMod: Per-vertex mapping for hairs’ texmaps;
    (*) VRayOSL: Randomly rendering black;
    (*) VRayOSL: Local assets are not found when rendering with V-Ray GPU;
    (*) VRayOSL: OSL additional paths not working in 3ds MAX;
    (*) VRayOSL: Crashes in V-Ray IPR;
    (*) VRayOSL: Bitmap texture buttons don’t work in Slate Material Editor;
    (*) VRayOSL: UI shows string popups as texture buttons;
    (*) VRayPluginNode: Ability to use V-Ray PluginNodeTex in bump and displacement material slots;
    (*) VRayPluginNode: ObjectXYZ and WorldXYZ mapping modes;
    (*) VRayPluginNode: Plugins with texture inputs don’t have an input to load a bitmap file;
    (*) VRayPluginNode: Mtl plugins have no inputs;
    (*) VRayPluginNode: Material with BRDFCarPaint and BRDFStochasticFlakes renders black with V-Ray GPU;
    (*) VRayPluginNode: Crash with TexFalloff or TexCellular when assigned to material;
    (*) VRayPluginNode: Plugin parameters have reverse tab order of UI controls;
    (*) VRayPluginNode: Wrong initial render with MtlOverride plugin;
    (*) VRayPluginNode: Gaps along the boundaries of TexBitmap plugin;
    (*) VRayPluginNode: Animated parameters are not saved with scene;
    (*) VRayPluginNode: Parameters’ tooltips and ranges are not correctly set;
    (*) VRayPluginNode: Texmap buttons are not immediately updated in 3ds Max 2013-2016;
    (*) VRayProxy: Crash when opening a scene with Аlembic preview file;
    (*) VRayProxy: Preview cache sometimes prevents proper rendering with Alembic offset;
    (*) VRayProxy: Tooltip text listed in Parameter Wiring dialog;
    (*) VRayScene: Crash with .vrscene sequence and missing first file;
    (*) VRayScene: Crash when using UV-coordinates from an imported .vscene;
    (*) VRayScene: VRayExtraTex with a bitmap is blurred on objects from the .vrscene;
    (*) VRayScene: Viewport representation of VRayLights from vrscenes is wrong;
    (*) VRayVolumeGrid: Missing buckets with moving volume grid in Volumetric Geometry mode and motion blur;
    (*) VRayVolumeGrid: Render Cutter in Isosurface mode of a volume grid with VRayMtl with Affect Shadows blocks GI rays for geometry inside the Cutter with V-Ray Next;
    (*) VRayVolumeGrid: Incorrect light intensity with Approximate Scattering using V-Ray GPU;
    (*) VRayVolumeGrid: Random crash when rendering a volume grid in Volumetric Geometry mode with V-Ray Velocity Render element;
    (*) VRayVolumeGrid: VRayVelocity render element doesn’t work in Volumetric Geometry mode;
    (*) VRayVolumeGrid: Exception Compiling Geometry when attempting to start IPR in Mesh, Ocean Mesh or Cap Mesh mode;
    (*) VRayVolumeGrid: Volume renders wrong on CPU when the grid is moving with the camera and Motion Blur and the Phoenix Light Cache are used;
    (*) VRayVolumeGrid: Buckets in VRayLightSelect render element when rendering in Volumetric Geometry mode with Phoenix Light Cache enabled;
    (*) VRayVolumeGrid: Rendering a scene containing a volume grid and a Phoenix FD Simulator causes a crash with V-Ray GPU;
    (*) VRayVolumeGrid: Even when there aren’t active render elements warnings appear in V-Ray messages;
    (*) VRayVolumeGrid: Incorrect preview when volume grid’s pivot point is offset;
    (*) VRayVolumeGrid: Voxel preview of temperature around 200 Kelvins with As Fire enabled draws bright red and pink voxels;
    (*) VRayVolumeGrid: Warning: Emit light isn’t supported on V-Ray GPU;
    (*) VFB: Crash when enabling Bloom/Glare while A/B compare is enabled;
    (*) VFB: Lens effects Threshold parameter value is reset on scene open;
    (*) VFB: LUT color correction is not loaded properly from 3ds Max scene files;
    (*) VFB: Blank VFB when comparing images from history after effectResult is generated;
    (*) VFB: Freezes randomly if playing with it while rendering;
    (*) VFB: Maximized VFB returns to previous size on render start on 3ds Max 2018-2019;
    (*) VFB: Buckets shift slightly when completed;
    (*) V-Ray scene converter: Standard materials are converted to VRayMtl with unlocked highlights and reflection glossiness;
    (*) VRayDenoiser/vdenoise.exe: NVIDIA AI denoiser is not releasing the GPU memory after the denoise calculation;

    #9333
    Thanos76
    Thanos76
    Participant

    Thanks CGI members for the Vray Next Update 1 (4.10.01)

    • This reply was modified 8 months, 2 weeks ago by Thanos76 Thanos76.
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