https://extraimage.net/images/2019/11/20/9c5be648c8b9c18952609cababf340db.jpg

File Size: 341 MB

V-Ray Next Scene Intelligence delivers faster ray tracing, cleaner sampling and more accurate rendering. That means you work smarter - not harder - by automating steps that used to take up valuable time.

KEY FEATURES:
NEW -Powerful Scene Intelligence
Automatically analyzes your scene to optimize rendering so you get the best quality in less time.

NEW -2X FASTER GPU RENDERING
Fast new GPU rendering architecture with support for more of your favorite high-end production features.

NEW -NVIDIA AI Denoiser
Instantly remove noise while rendering. Based on AI-accelerated denoising technology by NVIDIA.

Powerful GPU + CPU rendering
V-Ray GPU renders on CPUs as well as NVIDIA GPUs, to take full advantage of all available hardware.

Highly-optimized adaptive ray tracing
Render professional-quality, photorealistic images and animation with adaptive ray tracing technology.

V-Ray IPR
Fully interactive production rendering.

V-Ray Denoiser
Automatically remove noise and cut render times by up to 50%.

Resumable Rendering
Stop your render at any point and pick up where you left off.

V-RAY NEXT, UPDATE 3 - V-RAY GPU WITH RTX SUPPORT NOW AVAILABLE

Debug Shading
Easily isolate textures, materials and geometry to help debug large shading networks in V-Ray IPR and V-Ray GPU IPR.

V-Ray Toon Shader
Quickly add cartoon and cel-shading effects to your 3D projects.

V-Ray GPU Support for alSurface material
A general-purpose shader with layered SSS and glossy fresnel reflections on V-Ray GPU.

Memory Tracking
Optimize your scene with the new memory usage report for textures and objects.

Color corrections in Viewport IPR
Apply V-Ray Frame Buffer color corrections directly in the Viewport IPR.

V-Ray GPU Support for VRayDistanceTex
Faster setup of your scene's shaders and render effects based on geometry with V-Ray GPU.

Dust and Scratches Lens Effect
Simulate real-world camera lens effects with new procedurally generated Dust and Scratches.

System Requirements:
OS:Windows 8 or higher
CPU: 1st Gen Intel Core or compatible processor with SSE4.2 support (x64)
Memory:8 GB RAM
Larger cache memory, higher memory bandwidth and more cores are better.
Space:700 MB Hard Disk Space

Compability:
3ds Max Design® 2013 and 2020 (64-bit)Whats New:Build 4.30.00 (V-Ray Next, update 3.0) 19 November 2019:

New features:
-V-Ray: Add a renderer parameter "options_useColorSpaceForBitmaps" that tells all VRayHDRI maps to determine the color space from the file name;
-V-Ray GPU: Add support for RT cores of NVIDIA RTX cards;
-V-Ray GPU: Add support for disabled "Memory frame buffer";
-V-Ray GPU: Support for Deep EXR output;
-V-Ray Cloud: Add the Chaos Cloud client app installer to the V-Ray for 3ds Max installer;
-VRayHDRI: Add a sharp isotropic texture filtering method;
-VRayHDRI: Allow UVW coordinates to be controlled through another map;
-VRayHDRI: Add a "Filter mult" parameter to control the blur separately when mapping coordinates are taken from another texture;
-VRayOSL: Add the ability for normal texture maps to be a part of a shading graph in OSL for 3ds Max;
-VRayVolumeGrid: Added support for Volumetric and Mesh mode rendering of the new TexUVW Phoenix FD channel;
-vrscene exporter: Export material IDs of materials used in VRayBlendMtl;

Modified features:
-VRayLight: Improved sampling of directional lights;
-V-Ray: Adaptive dome VRayLight support for Light Cache from file;
-V-Ray IPR: Add GI contribution to the Isolate Selected objects in Debug Shading;
-V-Ray: Add "Animation" and "Still" presets for the Light cache;
-V-Ray: Change the default values of the Progressive image sampler: Render time - 0; Noise threshold - 0.01;
-V-Ray: Multi-threaded execution of OpenEXR compression and decompression to improve performance;
-V-Ray: Update Embree to v3.2.0;
-V-Ray: Update OpenEXR to v2.3.0;
-V-Ray: Render Raytrace material as black to mitigate problems with it;
-V-Ray GPU: Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes;
-V-Ray GPU: Implement debug shading for selected sub-materials;
-V-Ray GPU: Improved user-defined shaders (GLSL, MDL etc.) compilation;
-V-Ray GPU: Optimize mesh transfers to multiple devices;
-V-Ray Cloud/V-Ray Standalone: Optimize rendering of Multi/Sub-Object material;
-VRayALSurfaceMtl: Implement bump shadowing;
-VRayALSurfaceMtl: SSS is not computed for materials seen through glossy refraction;
-VRayStochasticFlakesMtl: Stochastic flakes are not visible through glossy refraction;
-VRayCompTex: Add "Mix amount" option to control texmap mix ratios;
-VRayDiffuseFilter/VRayReflectionFilter/VRayRefractionFilter: Remove the "color mapping" option;
-VRayExtraTex: Add an option to disable lossy DWAA/DWAB compression for a render element;
-VRayMtl: Rearrange the texmap slots;
-VRayOSL: Add tooltips on texmap buttons, spinners and combo boxes for shader tweaks;
-VRayOSL: Show shader description and help URL button if either is present;
-VRayProxy: Improve errors logging;
-VRaySamplerInfo: The render element should always be saved with lossless compression;
-VRayVolumeGrid: Speed up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them;
-VRayVolumeGrid: Equalize UVW coordinates of Phoenix Isosurfaces with those of the corresponding Meshes;
-VFB: Add "Save in image" option to OCIO color corrections, to save the corrected image;
-VFB: Add sliders for Lens effects' "Intensity" and "Threshold" parameters;
-VFB: Enable setting of the render region via MAXScript outside the default resolution before rendering;
-VFB: Read the saved window position only for the initial render and use the last valid position afterwards;
-VFB: UI improvements for the VFB Lens Effects panel;
-V-Ray scene converter: Convert Raytrace maps to VRayColor;

Bug fixes:
-V-Ray: Artifacts and flickering with "Hash map" Light cache in certain situations;
-V-Ray: Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it;
-V-Ray: Artifacts with Adaptive dome and VRayToon;
-V-Ray/V-Ray GPU: Artifacts with Adaptive dome light with "affect reflections" disabled;
-V-Ray: Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode;
-V-Ray: Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode;
-V-Ray: Compositing results don't match with matte reflections if "Consistent lighting elements" is enabled;
-V-Ray: Lighting elements are not propagated through refractions with "Consistent lighting elements" enabled;
-V-Ray: Matte objects are present in the alpha channel when rendered through refractive objects;
-V-Ray: Memory tracking "GI" tag replaces "Misc." when rendering with Global illumination;
-V-Ray: Physical Material with black reflections has dark outlines;
-V-Ray: The UI menus are active during rendering in 3ds Max 2020;
-V-Ray: Unhandled exception when having a PF Source with Mapping Object operator;
-V-Ray: Using camera clipping planes makes the dome light invisible;
-V-Ray: VRayEdgesTex always draws hidden edges when used as displacement texture;
-V-Ray: Wrong 3ds Max Render output JPEG image with Test resolution;
-VRayProxy: Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising;
-VFB: Wrong resolution when rendering a sequence with Test resolution and DR;
-V-Ray IPR: Crash when adding materials with VRayHDRI to a material library;
-V-Ray IPR: Crash while scrubbing the timeline with VRayLightMtl in the scene;
-V-Ray IPR: Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on;
-V-Ray IPR: Crash with VRaySky texmap and Hair and Fur;
-V-Ray IPR: Debug Shading's Isolate Selected mode doesn't work correctly for objects with opacity;
-V-Ray IPR: Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro;
-V-Ray IPR: Starting production rendering during Viewport IPR causes endless Light cache phase;
-V-Ray IPR: Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination;
-V-Ray GPU: Artifacts when using Metalness with Glossy Fresnel;
-V-Ray GPU: Artifacts with Adaptive dome when objects are excluded from shadow casting in the light;
-V-Ray GPU: Artifacts with VRayALSurfaceMtl and Adaptive lights v2;
-V-Ray GPU: Bounding Box artifacts when rendering a VRayVolumeGrid;
-V-Ray GPU: Crash with hidden faces on subdivided geometry;
-V-Ray GPU: Crash during render with volumetrics;
-V-Ray GPU: Crash on stop during Light cache phase;
-V-Ray GPU: Crash when cancelling the render for scene with lights include/exclude lists;
-V-Ray GPU: Crash when using VRayClipper on an object with material containing VRayCurvature map;
-V-Ray GPU: defocusAmount denoise element is not generated with a standard cameras;
-V-Ray GPU: Gaussian image filter doesn't match the CPU one;
-V-Ray GPU: Hidden edges of VRayEdgesTex is always on with VRayProxy;
-V-Ray GPU: Hidden faces are being rendered during Light cache preview, creating wrong lighting;
-V-Ray GPU: IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop;
-V-Ray GPU: Light cache doesn't work with DOF and perspective camera;
-V-Ray GPU: Nested refractive volumes are rendered wrong;
-V-Ray GPU: Noisier results with Adaptive lights compared to Light tree;
-V-Ray GPU: NVLink GPU allocations only done for Dynamic geometry;
-V-Ray GPU: Optimized distance estimation for geometry heavy scenes;
-V-Ray GPU: Random crash with tiled bitmaps;
-V-Ray GPU: Refractions are rendered darker since V-Ray Next, Update 2;
-V-Ray GPU: Unhandled exception when baking texture of a mesh with degenerate UVs;
-V-Ray GPU: VRayVolumeGrids are not rendered correctly in VRayNormals render element;
-V-Ray Cloud/V-Ray Standalone: Extremely slow light cache for scenes with displacement texmaps;
-V-Ray Cloud/V-Ray Standalone: Matte reflections are not rendered;
-VRayALSurfaceMtl: Artifacts around geometries intersections and SSS density scale close to 0;
-VRayClipper: Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier;
-VRayDisplacementMod: Cracks with 3D Displacement and Keep continuity;
-VRayDisplacementMod: Memory leak with 2D displacement;
-VRayDisplacementMod: Tangent Vector displacement mode clamps the texture's X and Y between 0 and 1 regardless of the Texmap min/max values;
-VRayGLSL: Function vr_textureSize returns (0,0) always;
-VRayHairFarmMod: Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier;
-VRayHairNextMtl: Artifacts in raw render elements with Consistent lighting elements;
-VRayHairNextMtl: Diffuse component should go in it's respective render elements;
-VRayHairNextMtl: Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on;
-VRayLight: Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone;
-VRayOCIO: Error in V-Ray messages when creating new instance;
-VRayOCIO: No scroll bar in the map color space selector;
-VRayOrnatrixMod: Some VRayOrnatrixMod hairs have wrong velocity data with "dynamic tessellation";
-VRayOSL: Broken OSO bytecode export of a shader via MAXScript;
-VRayOSL: Bucket artifacts with user attributes;
-VRayOSL: Crash in microfacet("ggx") when roughness is greater than 0.0;
-VRayOSL: Crash when detach and reattach a sub-texmaps;
-VRayOSL: Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone;
-VRayOSL: OSL string mapper widgets should be displayed as dropdown choices;
-VRayOSL: Tooltips for combo boxes and extra texture buttons can become too wide;
-VRayOSL: Tweak's min/max metadata inhibits changing parameter values;
-VRayOSL: Wrong channel index read from the UV attribute;
-VRayOverrideMtl: Vignetting along concave edges with Light cache and many lights;
-VRayPluginNode: Crash when rendering with TexSurfaceLuminance;
-VRayProxy: Face/Material IDs are offset with one when loading Alembic files;
-VRayScannedMtl: Crash when loading a scene while the compact material editor open;
-VRayScannedMtl: Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl;
-VRaySwitchMtl: Crash with undefined sub-material when displacement map is used in another sub-material;
-VRayToonMtl: Toon effect missing on non-excluded geometry when the excluded object is hidden;
-VRayVolumeGrid: Displacement scale in Isosurface mode is not the same as in Mesh mode;
-VRayVolumeGrid: Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone;
-VRayVolumeGrid: Mesh mode with a 2D scalar Displacement map renders with artifacts;
-VRayZDepth: Refractive objects are white regardless of the Affect channels value with V-Ray GPU;
-VFB: Certain integer render elements are not displayed when loading EXR files;
-VFB: Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR;
-VFB: History details comment is drawn over the previous one if changed via MAXScript;
-VFB: The scrollbar in the Color Corrections window hides some of the text;
-VFB: UI is not responsive with ICC color correction during IPR with V-Ray GPU;
-V-Ray Toolbar: MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target;
-.vrscene exporter: Animated FOV on standard cameras is not exported correctly;
-.vrscene exporter: Crash when exporting Forest Pro multiple instances with the same Surface with Boundary checking set to Edge;
-.vrscene exporter: Disabled VRayVolumeGrids in Volumetric mode are still exported;
-.vrscene exporter: Forest Pro object with VRayDisplacementMod is not exported to .vrscene file;
-.vrscene exporter: Negative displacement through textures is not exported properly;
-.vrscene exporter: OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone;
-.vrscene exporter: Random velocity data is exported for Forest Pro instances when camera is specified;
-.vrscene exporter: Some VRayMDL asset paths are not exported;
-.vrscene exporter: Support for animated visibility range of VRayAerialPerspective;
-.vrscene exporter: The VRayVolumeGrid's "lightsmultself", "gridreduct" and "mbgrid" parameters are not exported to *.vrscene;
-.vrscene exporter: VFB Color Corrections are exported even when disabled;
-.vrscene exporter: Wrong UVWs in scenes with OSL;
-Installer: VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden;

-:DOWNLOAD FROMLINKS:-
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