Page History
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Remove 'maxver' global from vrayutils.ms to avoid clashes;
Support for Cylinder and Box Sample types in the Material editor;
- Disable the Uniform SSS mode in VRayMtl for V-Ray GPU in the UI;
Shadow opacity optimizations;
Detect missing Cosmos assets and auto-download them on user choice;
Embed standard OSL header files into the OSL library;
Add frame index as OSL shader attribute;
Expose access to shutter time in camera shaders;
Expose time global variable in camera shaders for GPU;
Changing the name of the VRayNoiseTex when copying it;
- Add an Affect Alpha option in the VRayEnvironmentFog and VRayAerialPerspective;
Replace VRaySun's .enabled parameter with .on (maxscript);
- 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;
- Implement Qt UI of VRayLightMix and VRayLightSelect RE;
- Implement Qt UI 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 Qt UI 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 Qt UI of VRayLightingAnalysis RE;
- Implement Qt UI of VRayExtraTex RE;
- Implement Qt UI of VRayDRBucket RE;
- Implement Qt UI 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 Qt UI 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 Qt UI of VRayAtmosphere RE;
- Implement Qt UI of vrscene export and cloud submit dialogs;
- Implement Qt UI of VRayDirt;
- Implement Qt UI of VRayEnvironmentFog;
- Implement Qt UI of VRayOptionRE;
- Implement Qt UI of VRaySSS2 RE;
- Implement Qt UI of VRScansZone and VRScansPMaskElement REs;
- Implement Qt UI of VRayFur;
- Implement Qt UI of VRayGLSLTex;
- Implement Qt UI of VRayGLSLMtl;
- Implement Qt UI of VRayOSLTex;
- Implement Qt UI of VRayOSLMtl;
- Implement Qt UI 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 Qt UI of VRaySun;
- Implement Qt UI of VRayAmbientLight;
- Implement Qt UI of VRayLight;
- Implement Qt UI of VRayPhysicalCamera;
- Implement Qt UI of VRayPlane;
- Implement Qt UI of VRayPtex;
- Implement Qt UI of VRayScene;
- Implement Qt UI of VRaySphereFade;
- Implement Qt UI of VRayAerialPerspective;
Implement Qt UI of VRayToon;
Bug Fixes
- 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) VRayLight's exclude list;
- 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;
- 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;
- Displacement applied on a Decal does not render correctly on the opposite side of the camera;
VRayDecal mask is not clamped;
- 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;
Override Material's Preserve Original Opacity does not work with VRayFastSSS2 and VRayALSurfaceMtl;
VRayScatter does not work with VRayCryptomatte;
V-Ray, VRayInstancer, VRayMultiSubTex, V-Ray GPU, VRayTriplanarTex
Wrong motion blur with Chaos Scatter and inconsistent ID assignments;
- 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;
- 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's helper with an assigned material does not update properly its viewport preview when changing its dimensions;
VRayDecal to work with VRayUserScalar/VRayUserColor;
- 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;
Artifacts with 5 or more VRayEnvironmentFog gizmos;
VRayGLSL
Crash when deleting the light while rendering a scene with VRayGLSLTex in V-Ray IPR;
- 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;
Thinking Particles object renders despite primary visibility being OFF;
- 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;
- 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;
- 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()`;
Tiling of input textures not taken into account in V-Ray GPU;
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;
VRayPluginNodeTex map in the Bump map slot renders with different strength after export;
- Wrong viewport shading of objects with VRayMtl when assigned from V-Ray Toolbar;
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