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Table of Contents

Official release

Date - Oct. 14, 2020

Download - Build 5.00.b2

 

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V-Ray Vision

  • V-Ray Vision real-time viewer implemented. It works like a V-Ray Interactive Rendering session but uses a different engine (rasterizer) to visualize the V-Ray scene. Project changes will be immediately reflected in the Vision viewer. Note that there are still many unsupported V-Ray features and effects
  • Vision toolbar icon and menu entry added. It opens the Vision window and starts an interactive session. If the Vision window is already open the toolbar button just enables the live link
  • Standard geometry support added. Only one UV set per object is supported
  • Geometry visibility support added
  • Proxy Mesh geometry support added
  • Level of detail implemented. There are two separate options that enable this optimization - Proxy and Custom LOD. Enable Proxy LOD will make sure to replace the full proxy mesh with the proxy preview when the object is in a distance or occupies a small portion of the screen. Enable Custom LOD does the same for objects using a custom preview mesh. Note that adding custom previews mesh is still not possible through the V-Ray or Vision’s UI
  • Automatic geometry optimization implemented. Small objects sharing a material will be automatically merged in Vision to improve performance
  • Rectangle, Sphere, Omni, Spot, Sun and Direct lights support added. Note that only the natural Inverse Square light decay is used
  • Dome Light support added. Spherical texture placement is required
  • Multiple Dome lights handling implemented. Vision ignores disabled lights from the scene’s list and picks the first enabled one
  • Support for Dome lights without a texture added. The light color is used in this case
  • Partial Environment Override support added. A maximum of two separate environments can be visualized - one for Background and Refractions and another used for GI and Reflections
  • Override material support added
  • Partial Volumetric Environment support added
  • Standard and Orthographic (Parallel Projection) cameras support added
  • Support for Two-Point Perspective cameras added
  • VRay Mtl support added. Note that not all V-Ray parameters have an effect
  • Bump and normal maps support added. The Bump material attribute or the built-in bump parameters can be used to enable the effect
  • Emissive material support added
  • Material Translucency support added. This includes the Two Sided material as well as the Translucency material attributes
  • Multi Material support added
  • Basic Layered and Blend materials support added. Note that Multi Materials combined with material layering may produce incorrect results
  • Bitmap textures support added
  • Color Correction texture support added
  • Spline and Bezier Curve correction textures supported
  • Color and Temperature textures supported
  • Mix textures support added
  • Falloff and Fresnel textures supported
  • Toolbar UI implemented in the Vision viewer
  • Live Link indicator added to the toolbar. It shows whether a live session is ongoing or not
  • Open button added to the toolbar. Opens an existing .vrscene file for viewing
  • Resolution Mode multiple-choice menu implemented. Different modes change the image framing in the Vision window
  • Camera Navigation Mode toggle implemented. Orbit enables camera movement based on orbit, pan and zoom manipulations. In Fly mode the keyboard W, A, S, D, Q, E buttons are used for moving while mouse left click + drag can be used for looking around
  • Save Image button added to the toolbar. Use it to save the Vision result as an image file on disk
  • Settings button added to the toolbar. It opens the Settings Panel where various Vision-specific options can be changed
  • Info button added to the toolbar. It shows the Info Panel where some useful keyboard shortcuts are listed
  • Shadow optimization implemented. Enable this option to use lower resolution shadows while moving the camera. Once the camera stops moving the high quality shadow will be displayed. This option only applies to Sun and other Direct lights
  • Auto Exposure implemented
  • Auto Exposure Compensation implemented
  • Vignetting toggle implemented. Enable the option for the V-Ray camera vignetting to be displayed in Vision
  • Fly Mode, Speed and Mouse Sensitivity options added. All affect only the Fly Navigation Mode
  • A way for the Sun to be rotated and its exposure to be modified is implemented. Check the keyboard shortcuts in the Info Panel for more information
  • A way for the camera exposure to be modified is implemented. Check the keyboard shortcuts in the Info Panel for more information
  • Automatic Image Based Lighting Sun option implemented. Automatically adds a directional light based on the brightest spot in an HDR environment image. The option has no effect if the project Sun is enabled. It is also not recommended when there is no single distinct bright spot in the image used for lighting
  • Loading screen is now displayed when a scene is being transferred to Vision
  • Changing a Proxy Mesh file during a live session is now supported
  • A license error screen implemented. It is displayed when no V-Ray License is available
  • Fly navigation mode motion smoothing implemented. Increase the Smooth Movement Delay to explore or present the model in a more fluent manner
  • The Vision application is now automatically closed after Rhino closes

New V-Ray Frame Buffer (VFB)

  • The entire VFB is redesigned. The style and appearance of all UI elements is improved
  • Layer Compositor implemented. The right fly-off panel of the VFB now presents a full-featured layering system that can be used for image editing - without the need for a separate post-processing app
  • Image Source control implemented. Choose between RGB, Light Mix or Composite depending on your needs. The RGB mode enables color correcting the Beauty (RGB) image. The Light Mix source allows light intensities and colors to be modified after rendering. The Composite mode lets you access, comp and modify the individual render elements for a more advanced post-effects
  • The color correction system is updated. Color corrections can now be added, removed and reordered at will. Multiple instances of the same correction type are allowed
  • Blend Mode as well as Weight controls added to each correction layer
  • Color Channel Curve corrections implemented. Use the new Curves UI to remap the values in the individual R, G and B image channels
  • Filmic tonemap layer implemented. Use the preset curve profiles and their parameters to quickly achieve impressive results
  • Color correction layers can now be applied to individual render elements. For example, changing the saturation of the Diffuse element only is done by selecting it first and then creating a Hue Saturation layer from the menu. The arrow indicates that the correction is applied only to the item below
  • Render element layers can also be grouped and organized in folders
  • Save layer tree preset function implemented. Save layer configurations as part of a preset library. The library can then be referenced by the VFB for easier access
  • Advance VFB configuration implemented. Change visual as well as functional properties of the window and save them between sessions
  • The way the Denoiser and Lens Effects elements are presented is updated
  • Keyboard shortcuts implemented in VFB. Check the VFB Settings / Shortcuts section for more details
  • Four image comparison modes implemented as part of the History panel
  • Render regions can now be moved or resized after they’ve been drawn
  • The render buckets colors can now be changed in the VFB Settings window
  • The pixel info is now located in the footer section
  • The pixel info can sample more than one region and print information about the average value. Use the drop-down menu (1x1) to change the sample size
  • Stats tab added in the right fly-off panel. Useful information about the project complexity and size (memory allocation) from a V-Ray standpoint is interactively displayed there
  • Undo and Redo functions implemented
  • Render Interactive button added to the VFB. It behaves the same way as its toolbar and Asset Editor counterpart

Light Mix

  • Light Mix render element implemented. It extracts light’s contribution and stores it in a separate element. Lights can also be grouped based on the mode in the element parameters. Use the Light Mix source mode in the VFB to change light intensities after or even during rendering
  • Individual Lights mode implemented - Each light instance is stored on a separate element/layer
  • Group Instances mode implemented - Light instances are grouped together
  • Layers mode implemented - Lights are grouped based on the Rhino layer they are associated with
  • Light IDs mode implemented - Lights are grouped by their V-Ray Light ID assignment. Change the ID in the V-Ray light properties panel in Rhino

Light Gen

  • Light Gen (Generator) tool implemented. It automatically generates a big number of lighting variations for the currently active project. It can illuminate exteriors or interiors with natural light using the V-Ray Sun & Sky system or a Dome light for an image based lighting (IBL) setup. The resulting lighting scenarios are presented as thumbnails that can be interactively applied to the project.
  • Exterior Sun & Sky mode implemented - The scene will be lit with the V-Ray physical Sun & Sky system
  • Exterior HDR (IBL) mode implemented - The scene will be lit with a Dome light and one of the high quality HDR images that come prepackaged with the software
  • Interior Sun & Sky mode implemented - This mode is best used for illuminating closed spaces with openings letting some natural light in. A pre-pass stage picks the most notable light angles and then the scenarios are generated
  • Light Gen preset management implemented. Light Gen results can be saved and loaded with no need for re-generation. Use the results screen Save button to save a .lightset file and load it back at a later stage using the Load button in the generate screen. Note that the HDR images used by the tool might change in the future which will deprecate previously saved .lightset files

V-Ray Sun & Sky

  • Improved Sky Model implemented. Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model
  • Custom sun orientation controls added. Use the new widgets to override the host apps sunlight angle. The custom sun orientation is also used by the Light Gen tool
  • Interactive preview for the custom Sun orientation implemented. Change the sun horizontal or vertical angle while receiving visual feedback in the light preview swatch

Contours

  • Global Contours control implemented. Apply contours (V-Ray Toon) to the entire scene with a single click
  • New Toon Material implemented. It exposes new controls and fixes some of the issues of the old V-Ray Next shader
  • New Contour material attribute implemented. Easily add contours to existing scene shaders without the need of material re-assignment
  • Inner Line Control added to the global Contours as well as to the material properties
  • Contours render element implemented. It stores a mask for both the global and material based contours in a separate render element. Note that the contour color and exposure compensation are ignored
  • The Compensate EV option of all contours is enabled by default

Materials

  • VRay Mtl Coat layer implemented. Add reflective coatings directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using Blend/Layered material
  • VRay Mtl Sheen layer implemented. Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options in the updated V-Ray Material
  • VRay Mtl built-in Bump layer implemented. There is no longer need to add Bump attributes to a material - use the built-in parameter section instead
  • Glossy Fresnel is now enabled for all materials and no longer available in the UI
  • The Normal opacity mode option is removed. Stochastic is used for all materials that were using it which ensures faster render times in scenes with many opacity-mapped objects
  • Reflection and Diffuse Coat material layers can no longer be created. Old such layers can easily be migrated to regular VRay Mtl layers. This migration does not change the way materials appear when rendered. It is also recommended that such layers are removed altogether and the new built-in Sheen and Coat parameters are used instead. This will result in faster to render shaders
  • Metallnes and Use Roughness options added to the VRay Mtl parameters. Use them every time in case you have Metallness and Roughness textures prepared
  • PBR material layer removed. The PBR and regular VRay Mtl functionality is combined and the two separate shaders are no longer needed
  • Highlight Glossiness parameter removed. This simplifies the material control and increases realism
  • An indicator highlighting which rollout options affect the final shader is added to the VRay Mtl layer. Rollout carets become blue in case the parameters inside contribute to the look of the material

Textures

  • Multi-sub texture randomization options implemented. Select one of the Random modes (Get ID from) and change the Hue, Saturation and Gamma values to achieve variation. Note that a single slot and one texture can be used together with the randomization parameters despite the number of scene IDs
  • Dirt texture Streaks implemented. Weathered streaks and dirt in crevices are now easy with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion
  • External Mapping Source support added for all textures. Use it to easily instance Texture Placement parameters between unique textures
  • UV Randomization implemented. Select a custom Texture Placement source for any texture and connect the new UVW Placement map. There is a randomization section to help you achieve procedural variations
  • Stochastic Texture Tiling implemented as part of the UVW Randomizer. Automatically remove texture tiling artifacts with the new Stochastic tiling option on the UVW Placement
  • Added support for .tx file format for bitmap textures

Updated Displacement Workflow

  • New Displacement object modifier implemented. Select an object in the scene and apply Displacement using the V-Ray toolbar button. The same can be done via the new displacement parameters in the V-Ray object properties panel in Rhino. This new workflow is clearer and much closer to the V-Ray Core displacement handling
  • The Displacement material attribute is now deprecated. It will be removed in the future. It is recommended to use the object modifier instead
  • Displacement section added to the V-Ray Object Properties panel
  • Parameter changes of Displacement object modifiers are now correctly updated during interactive rendering
  • Transforming objects with displacement modifier now works during interactive rendering

V-Ray GPU

  • 2D Displacement is now supported
  • Cellular textures are now supported
  • Wrapper material’s ‘Environment Projection’ matte mode is now supported
  • Out of Core memory management implemented in an experimental state. It enables evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the renderer has run out of memory. This option is available only for CUDA and is not yet supported for RTX

Grasshopper

  • Live Link component implemented. It interactively shares the input V-Ray scene on the port specified. V-Ray instances running in other applications can make use of the data. This component is most commonly used for V-Ray Vision sessions inside Grasshopper. Right click and select 'Start V-Ray Vision' to do so.
  • V-Ray Vision support added. Use the Live Link component to open the Vision window or start a session
  • U and V size parameters added to the Light Rectangle component
  • Shape parameter added to the Light Rectangle component. Choose between Rectangle and Disk
  • Instancer component objects can now be successfully rendered as part of the Rhino scene with the help of the Render in Project component
  • V-Ray Clipper component implemented. Use it for section cuts or procedural boolean mesh intersections
  • Material edits in the Asset Editor now correctly update during an interactive rendering session in Grasshopper
  • Directionality parameter added to the V-Ray Rectangle Light component

Other Improvements & Bug Fixes

  • A new scene management system is now in place to ensure stability. It also makes finding and solving technical issues much easier and safer
  • GPU (CUDA) Asset Preview mode implemented. Select GPU from the menu to activate it. It shows a more accurate preview in case V-Ray GPU is used for the final project rendering
  • Dome lights created in the Asset Editor are now automatically instantiated in the scene
  • Blue Noise sampling implemented. When enabled, reorders the DMC samples in screen space to produce a more pleasing result for low sample counts
  • V-Ray Scene export window implemented. It exposes some useful options when exporting the project. The file reference paths can now be stripped (made relative). HEX compression can be disabled for both transformation and mesh parameters
  • Scripting documentation updated. A new example tab is added showing how the new Python Wrapper Module can be used. This is a short and intuitive alternative to the standard Python syntax
  • Environment Fog light list is now respected even while adaptive lights are enabled
  • The V-Ray Sun no longer disappears when changing Environment Fog parameters during interactive rendering
  • A number of issues with decals rendering are resolved
  • The V-Ray Live Link Grasshopper component name and descriptions are updated
  • Nested bitmap textures are now correctly displayed in the Rhino viewport. V-Ray ignores the procedural maps and shows the first bitmap it finds within the texture shader main texture slot
  • The visual style of the V-Ray installer is updated
  • A number of issues preventing materials with special characters in their names from being loaded (from vrmats) are resolved
  • Pack Project now archives Rhino materials’ textures together with the V-Ray ones
  • Regions can now be manually selected in the viewport when using the ‘vrayRenderWindow’ command
  • The logic for loading sequences of files in the Batch Render tool is improved. Multi-file selection can now be successfully recognized as a sequence and loaded as such
  • A number of issues with the V-Ray’s Python script API are resolved. Setting plugin parameter values no longer leads to errors in specific situations
  • An issue related to changing Texture Mapping of objects during an interactive RTX rendering session is resolved