[center]Chaos Group V-Ray Next 4.12.01 for Autodesk Maya


Chaos Group V-Ray Next 4.12.01 for Autodesk Maya | 3.1 Gb

The Chaos Group team is pleased to announce the availability of V-Ray Next, Update 1 (build 4.12.01) for Autodesk Maya, the next generation of rendering with powerful V-Ray Scene Intelligence, fully redesigned IPR, and 2X faster GPU production rendering, V-Ray Next is smarter, faster, and more powerful than ever.

New features

- Improved light sampling on scenes with thousands of lights
- Added memory tracking options to V-Ray Render Settings
- Added peak memory consumption in EXR metadata
- Added an option for consistent render elements for better compositing. Enabled by default on new scenes
- Faster translation of mesh geometry
- Added AppSDK with Python binding to installation
- Added Lighting Analysis Render Element
- Added efficient instancing for hair with "dynamic hair tessellation" and "stored in global hair tree" disabled
- Added matte backfaces output to the surfaceLuminance mode
- Added inverse exposure texture shader for compensating changes in physical camera
- Command line interface tool for selecting rendering devices
- Added an option to automatically exit vray -server if idle after a specified amount of time
- Cryptomatte support for V-Ray Proxy sub-objects
V-Ray GPU/VRayAlSurface
- AlSurface support on GPU
Chaos Cloud
- Cloud window allowing direct submit from Maya
- Added new light select indirect modes
- Resumable rendering with GPU bucket sampler
- VRayCurvature support on GPU
- Support of Glossy Fresnel feature on GPU
- Added support for CUDA-CPU rendering to the GLSL and MDL plugins
- Added subpixel mapping checkbox for GPU bucket rendering
- Support for multiple map channels for TexBitmaps in MtlGLSL
- Support for the frame offset of the Maya file node when an image sequence is used
- Cryptomatte support for all deep merge modes
- Ability to apply lens effects in vdenoise
- Added a random "Seed" and "Loop Textures" parameters to MultiSubTex
- Added the anisotropy axis and anisotropy derivation controls to the VRayMtl
- Added the color mode option to the VRaySun
- Added support for VRayToon in glossy refractions
- Added "Color Mode" dropdown in the VRayFastSSS2 material
VRayMtl/V-Ray GPU
- Self Illumination GI for VRayMtl now visible in GPU-dependent UI
- Added support for spline interpolation in VRayToonMtl ramps
- VRayTriplanar/Viewport 2.0 Triplanar texture projections support for viewport 2.0
- VRayOSLMtl/VRayMDLMtl Material select support for MDL and OSL
- Faster updates in IPR when moving heavy geometry

Modified features

- Optimized proxy visibility list controls for better proxy node performance in Maya
- The VRayMeshPreview node will be created during the vrayCreateProxy command, not on an idle callback, making scripting easier
- Removed unnecessary file reads when loading scene
- Shader names list generation no longer happens on idle and is now more script-friendly
- Removed the deprecated "use Maya shader" option from the VRayMesh node
- Fixed slowdown and many warnings printed when instancing a VRayMesh with missing filename
- XML material assignment override will now appear in the filepath editor
- The vrayCreateProxy command will now return a string with the newly created node
- The Maya Archive cmd will now take into account .vrmesh assets
- Cryptomatte data channels will not be visible in the VFB, only the preview channel
- Fixed AlSurface GI contribution going into the SSS channel
- The global SSS toggle will now affect AlSurface
Chaos Cloud
- Pre/Post Render MEL scripts are now executed when exporting for Cloud
- Faster time to first pixel with V-Ray Fur
- Changed the default frame number separator char to . in PTex baker
- Automatic conversion from Color to AColor when using -parameterOverride in V-Ray Standalone
- Added extra attribute for controlling 3dProjection's number of motion blur samples
- More informative error messages for image file errors
- In DR, automatically delete cache_info_portNum.txt on render end if VRAY_LOCAL_CACHE_LIMIT_VALUE=0
- Fixed inconsistencies with the merge by z-depth mode of deep rendering
- Temp files are now created with read/write permissions for all users
- Fixed VRayPlaceEnvTex Ground Projection not respecting Up Vector
- The Up Vector default value now respects Maya Preferences
- No longer force-switching to progressive sampler when changing the production engine to GPU CUDA
- Faster export of user attributes
- Fixed Softbox not having a swatch preview
- MultiSubTex indexing will start from 1 for new scenes, making randomization work correctly
- Save current channel from VFB no longer appends the channel name to the user-defined file name
- Fixed some VRayMtl attributes not being listed in the channel box
V-Ray GPU/VRayEdgesTex
- Show the "Show subtriangles" option in VRayEdges texture on GPU
- Dome lights will contribute to ZDepthRE
- More responsive IPR for heavy scenes

Bug fixes

- Fixed crash when stopping IPR while compiling geometry
- Fixed crashes when switching the viewport subdivisions ON/OFF while rendering
- Fixed a crash and wrong subdivision of geometry in specific cases
- Fixed changed material on instanced object not reflected in IPR
- Fixed a crash with IPR if rounded edges attribute is added to a mesh-clipper
- Fixed changing the "Use Image Sequence" parameter in IPR crashing Maya
- Fixed slowdown with viewport IPR caused by an animation rig
- Fixed flickering in IPR
- Fixed unhandled exception in IPR when VRayPlane is shaded with direct VRayLightMtl
- Fixed incorrect render of ALSurface if lighting render element is enabled
- Fixed Streak particles having wrong transformation
- Maya on remote desktop crashes on loading specific file
- Fixed last user attribute not exported correctly in some cases
- Maya drag'n'drop: added a special case for Windows file share paths
- Fixed V-Ray not saving output image when data region is empty
- Fixed wrong export of referenced render elements in batch
- Fixed fatal error in some cases when starting DR if the host is not found
- Fixed V-Ray printing an incorrect success message for writing output image with a missing asset in DR
- Fixed noisy reflections with V-Ray Next for objects with cast shadows on, but visible in reflections/refractions off
- Fixed refractive objects rendering darker with photon caustics from a dome light
- Set a min limit of 1.0 to the AA Filter size
- Fixed incorrect reporting of primitives with embree hair
- Fixed crash when enabling/disabling reference scenes while running IPR
- Fixed OSL crashes on post-Haswell processors
- Fixed EXR files loaded in the VFB not having their integer REs displayed
- Fixed slowdown on many-core machines with light linking
- Fixed flickering of distant light sources with the adaptive lights and many light sources
- Fixed slower adaptive lights with V-Ray Next compared to V-Ray 3.6
- Fixed incorrect full light select element with VRayFastSSS2
- Fixed -velocityAttrName parameter of ply2vrmesh not working for Alembic input files
- Fixed resuming a bucket render resetting the progress to zero
- Fixed artifacts with matte (matte for refl/refr = off) and adaptive dome light
- Fixed super bright lens effects when using the NVidia AI denoiser
- Fixed crash when enabling Bloom/Glare in the VFB while A/B compare is also enabled
- Fixed bucket artifacts with adaptive lights
- Fixed error with AI denoiser "Optix does not support cross-frame denoising"
- Fixed DR may have watermarks if licenses are unstable
- Fixed transparent objects with "cast shadows"=off rendering black when there is a VRayDomeLight behind them
- Fixed "Direct visualization" option for caustics not working
- Fixed aborting render after the last bucket skips saving img_file, keeping unfinished resume file
- SamplerInfo Fixed Sampler Info relative coordinate system not working correctly
- Fixed crash when baking textures with GPU
- Fixed wrong rendering of rounded edges in Next GPU
- Fixed wrong Cryptomatte in animation with V-Ray GPU
- Fixed Volume Grid crashes with VRayFastSSS2 on GPU
- Fixed missing secondary reflections on CUDA CPU with Stochastic flakes
- Fixed VRayClipper not working correctly with disabled clip lights geometry and dome light
- Fixed buckets different in sampling (noise level) with bucket sampling enabled
- Fixed unhandled exception loop on specific scene when rendering with IPR and turning off lights
- Fixed wrong worldNormals RE for SSS material hits in V-Ray GPU
- Fixed a crash when a V-Ray Fast SSS2 material is used inside a V-Ray Override material
- Fixed wrong normals of VRayLight Plane in V-Ray GPU normals render element
- Fixed hybrid rendering failing with AI denoiser
- Fixed Environment ZDepth color not matching V-Ray CPU
- Fixed crash on render end
- Fixed DiffuseFilter render element for FastSSS2 rendered incorrectly with V-Ray GPU
- Fixed crash with XGen
- Fixed Light select not respecting alpha of a textured light when the texture is constant
- Fixed crashes in proxy export of multiple meshes caused by missing UVs
- Fixed crash when loading huge alembic file with many color sets
- Fixed a crash when importing alembic with degenerate faces
- Fixed XML material assignment file not getting transferred in DR
- Fixed crash when opening a scene with alembic layers
- Fixed preview bugs with multiple proxies with different settings pointing to the same file
- Fixed error when using Resumable rendering with Adaptive Dome light
- Fixed compositing with BlendMtl not matching Beauty
Viewport IPR
- Fixed slowdown when Hypershade is opened
- Fixed slowdown when the "Selection Mode" is set to "Box"
- Fixed artifacts with LightMesh and LightMtl with EnvironmentFog
- Fixed Lens effects settings not resetting on a new scene
- Fixed crash when V-Ray accesses UV-coordinates from an imported .vscene

About V-Ray Next for Maya. V-Ray Next for Maya the first sneak out shortly before the release of its sister product, V-Ray Next for 3ds Max.

Most of the new features in the update were previously rolled out in the 3ds Max edition, including the new 'scene intelligence' tools like automatic exposure and white balance and the new V-Ray GPU architecture.

Other features previously debuted in the 3ds Max edition include a new physically based hair shader and the integration of Nvidia's AI-based OptiX render denoising technology.

However, there are also features unique to Maya, notably VRayToonMtl, a new toon shader with advanced options like anisotropy and glossy Fresnel effects.

The update also introduces a new IPR architecture for faster feedback on complex scenes and support for animation Playblasts. The IPR now supports viewport denoising and texture isolation for shader debugging.

In addition, V-Ray Next for Maya incorporates a few GPU rendering features not yet supported in the 3ds Max edition, like bucket rendering - "coming in [future] dot releases" for Max, according to Chaos Group.

As well as the features listed above, the update adds a new metalness parameter to the standard V-Ray Material to support PBR workflows; support for layered Alembic files; and a new layered texture.

About Chaos Group. Chaos Group is a worldwide leader in computer graphics technology, helping artists and designers create photoreal imagery and animation for design, television, and feature films. Chaos Group specializes in physically-based rendering and simulation software used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Today, the company's research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design. Founded in 1997, Chaos Group is privately owned with offices in Sofia, Los Angeles, Baltimore, Seoul, and Tokyo.

Product: Chaos Group V-Ray
Version: V-Ray Next, Update 1 (build 4.12.01)
Supported Architectures: x64
Website Home Page :

Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even SP1 or newer
Software Prerequisites: Autodesk Maya 2015 -2018
Size: 3.1 Gb

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