3.60.01
Official release
Date – Jun. 26, 2017
Download – Build 3.60.01
New Features
V-Ray
-
Support for 3ds Max 2018
-
Add Full mode for light select elements and made it the default setting
V-Ray IPR
-
Add material/node picking in VFB
-
Add right-click menu (real zoom, view navigation)
V-Ray GPU CUDA
-
Added support for CPU rendering (c++/cpu device type)
-
Added support for NVIDIA NVLink
V-Ray GPU
-
Add support for Full mode Light Select Render Element on GPU
-
Initial support for SSS in MDL
VFB
-
Ability to load progressive resumable files in the VFB
VRayMDLMtl
-
Add the ability to override textures in MDL parameter initialization with V-Ray plugins
Modified Features
V-Ray
-
Add an option to include or exclude render elements in deep files
-
Add an option to save render elements in separate folders
-
Add more material types to the V-Ray toolbar V-Ray Material button
-
Add warnings and abort the rendering if it fails to read tile data from tiled OpenEXR file
-
Disable subpixel color mapping when using adaptive lights
-
Distributed accumulation of the light contributions for adaptive lights
-
Error in VRayLightLister script with VertexPaint modifier
-
Faster rendering of proxies and instances when Embree is enabled
-
Grey out Motion blur samples when Use default moblur samples is checked
-
If there is only one instance of a mesh in the scene, it should always be static geometry
-
Improve parsing of many small .vrscene files in a single scene
-
Improved error messages for writing raw OpenEXR files
-
Rename the One voxel per mesh option in the V-Ray mesh export dialog to Optimize for instancing and enable it by default
-
Take into account the Skip Existing Images Max option when using V-Ray VFB
-
The default value for the "Dynamic memory limit" option should be 0 (unlimited)
-
V-Ray lights should draw black in the viewports when disabled
-
VRayRawShadow/VRayShadows/VRayMatteShadows render elements are incorrect with adaptive lights
V-Ray IPR
-
Optimized scene updates
-
React to changes in the render mask; - if turned on from the beginning
V-Ray RT
-
Add MaxScript option (vrayExportRTScene incrBaseFrame:true ...) for incremental .vrscene export
-
Improve memory usage when there are millions of instances in the scene
-
Remove Coherent tracing option from the UI
-
When rendering production we should notify the scene nodes for every frame
V-Ray GPU
-
VRayColor2Bump texture is no longer required in order to have bump with procedural textures
-
Enable VRayClipper and VRayDirt to mutually respect each other
-
OpenCL version supports AMD GPUs only
-
Optimized Gradient and Gradient Ramp textures
-
Print a warning that GPU only supports bitmaps in VRayTriplanarTex
VFB
-
Add frame number to the Render history images details
-
Add overlay for active right-click menu modes (Real Zoom, Select Object...)
-
Enlarge arrows on flyout buttons as they are very hard to see
VRayGLSL / VRayOSL
-
World to camera and camera to world transformations are wrong
VRayOSL
-
Support for alternative location of OSL include files
VRayInstancer
-
Add support for AutodeskPointClouldMtl Multiplier option
VRayLightSelect
-
Renamed former modes to Direct ... to indicate they are concerning direct illumination only
VRayMDLMtl
-
Add UI support for MDL parameter annotations
-
Add support for object space
-
Improve MDL error handling in case of unexpected parameters
VRayProxy
-
Implement proxy preview caching
VRayStereoscopic
-
Add new fragment merge mode, where fragments are merged by render ID and z-depth
VRayScatterVolumeMtl
-
Add a light multiplier parameter
VRayAerialPerspective
-
Add primary visibility control to aerial perspective
VRayStereoscopic
-
Deep EXR output through Spherical Camera generates wrong Z value for objects behind camera plane
VRayVolumeGrid
-
Add an option to use environment variables in cache files paths
-
Display the viewport label only when there is no cache loaded
-
New Bezier and Spline ramp points should follow the slope of the curve
-
Option to disable the Optimizing Volumetrics rendering pre-pass
-
Reduce the memory usage of the mesh preview and rendering
vdenoise.exe
-
Add an -offset option to make it easier to use Backburner
-
Optimize vdenoise.exe hardware accelerated version
vrimg2exr.exe
-
Enable Buffer size (in MB) values of 0 and greater than 8000 in the GUI
Bug Fixes
V-Ray
-
Adaptive light artifacts with low LC subdivs
-
Artifacts with VRayEnvironmentFog and adaptive lights in certain situations
-
Crash when rendering VRayFur on Body Object through VRayPhysicalCamera (3ds Max 2016 and earlier)
-
Crash when updating textures with external programs while ActiveShade is running
-
Crash with Data Channel modifier Curvature operator
-
Faceted shading when using standard lights with VRayShadow with big area shadow size and Box type
-
First atmospheric effect result is applied twice if the next effect is aerial perspective with active set to false
-
Missing shadows of proxies when motion blur is on and Embree for motion blur is off
-
Incorrect reflective caustics on matte surfaces
-
Object's Subdivs multiplier has no effect for VRayFur, Ornatrix and ForestPro
-
Progressive sampler memory usage increases with each resumed frame
-
Wrong environment mapping in reflections of matte objects
-
Wrong render of V-Ray lights in Render mask Layer mode
-
Wrong render progress during loading and saving progressive resumable files
-
Zero render image dimensions are set when rendering with 3ds Max frame buffer and VFB region is set
V-Ray RT
-
Add VRayToon invert parameter to the export of render element
-
Animated texmap output amount is not rendered correctly in animations with production rendering
-
Artifact with direct lights and VRayEnvironmentFog
-
Artifact with volume grid and direct lights with shadow radius enabled
-
Changing the sampling parameters during interactive rendering breaks the sampling
-
Crash when opening the Material Editor with bitmap textures during ActiveShade session
-
DR server may become unusable if the file stream reception from the client is interrupted
-
Disappearing geometry with VRayLightMtl and Direct Illumination on during ActiveShade session
-
GLSL textures do not render
-
Missing first segment of RailClone object rendered with DR
-
Rendering never finishes when rendering animation with DR and no local host
-
Resumable rendering overwrites the render elements separate saved images for the skipped frames with the last frame's ones
-
Scenes with animated lights crash on second frame when rendered in production with DR
-
The static geometry option of VRayDisplacementMod is not exported properly when the displacement mode is subdivision
-
The first frame of animated FOV in PhysicalCamera renders wrong
-
VRayLightMtl Direct illumination subdivisions are not taken into account
-
VRayToon causes refraction fog color rendered more intense
-
Wrong progress bar with Production rendering
-
Rendering is restarted when OCIO is enabled/disabled in the VFB
V-Ray GPU
-
Adaptive Lights are not updated after change in region/resolution during ActiveShade
-
Adaptive Lights space is always allocated even when adaptive lights are disabled
-
Add support for arbitrary clipper exclude list items
-
affect_alpha for dome light does not work for refraction rays
-
Animation stuck on the third frame in specific scene (out of process)
-
Artifact in the zenith of the sky with VRayAerialPerspective
-
Artifacts with Keep continuity of VRayDisplacementMod and VRayScannedMtl
-
VRayBlendMtl material not rendered with OpenCL rendering
-
CUDA clamps VRayLightMtl with assigned VRayColor
-
Camera lens distortion is not working when motion blur is ON
-
Camera position is not updated when using a Camera Map Per Pixel map in a scene with an animated camera
-
Can't make bump working with rounded edges and composite tex in Max
-
Crash with particular scene in V-Ray GPU in Max
-
Crash with render to texture in Max
-
Crash with shared VRayEdges textures between materials in specific scene
-
Different results with VRayClipper and Camera rays only option enabled
-
Dome light is visible in the alpha through matte object with opacity
-
Driver 380+ causes some scenes to render bitmaps with wrong UV
-
GI is calculated in with RT GPU mode, even when OFF
-
GPU LightCache reports increasing memory usage between frames when rendering animation
-
GPU renders black when BRDFVRayMtl::fresnel=1
-
Gradient color changes in VRaySoftBox are not handled properly
-
Improve triangle intersection precision
-
Installer should set CUDA_CACHE_MAXSIZE to at least 256MB
-
Memory leak with VRayMDLMtl
-
Objects with VRayOverrideMtl and Visible to camera off are still rendered in RT GPU
-
OpenCL renders black in active shade after a scene change
-
Reduce CPU usage when RT is paused
-
RT GPU (CUDA) doesn't render BRDFVRayMtl fog color texture
-
Reflection/Refraction are not matte when rendered with RT CUDA
-
Remove double adding to normals RE
-
Sometimes V-Ray may enter a deadlock when rendering with CUDA
-
Sphere lights with animated scale crash when rendered with motion blur
-
Stage 2 error with Forest Pack scene
-
Take into account the UVW generator when baking textures
-
TexAColorOp in power mode not working as expected
-
Textures are not rendered if the filename contains the "$" symbol
-
The Color opacity option has been suspended by V-Ray GPU mode
-
The Use pixel aspect button in the VFB doesn't work when rendering with GPU
-
The VFB is not getting reset after AL are built for GPU in Production rendering
-
VRayDenoiser produces artefacts on VRayProxy in the denoised result when DR
-
VRayDirt with bias is flickering in animations
-
VRayPhysicalCamera optical vignetting is not rendered with CUDA
-
VRayTriplanarTex was not rendered correctly with tiled UVs greater than 1
-
Washed out effect of Soft Light blending in Composite texture
-
Wrong alpha channel with VRayLights with Directional parameter above 0.0
-
Wrong progress bar with GPU Production rendering
V-Ray IPR
-
Canceling copying of textured light causes crash in specific scene
-
IPR didn't stop when the VFB was closed
-
Random rendering start failure
-
Wrong 2D displacement with scene manipulations
DR
-
There are files generated in the folder c:\user\vlado on DR render servers
VRayHDRI
-
VRayHDRI with Ground projection is not correctly projected on a plane that exactly coincides with the VRayHDRI ground
-
Textures with Ground projection enabled are not correct on matte objects when visible through reflection
VRayALSurfaceMtl
-
Not working with VRayLightSelect render element
VRayClipper
-
Missing shadows with dynamic geometry
-
Unhandled exception when mesh type clipper is used with 3ds Max standard lights and shadows
VRayDirt
-
Crash when copying exclude lists, containing deleted nodes, through MaxScript
-
Exclude lists stop working properly after some modifications
VRayFur
-
Crash when rendering VRayFur placed on Body objects defined by splines (with any camera and from viewport)
VRayInstancer
-
Differences in scale between Particle Flow rendering natively and instanced
-
Export to .vrmesh of objects with large number of instances never completes
-
VRayInstancer does not render materials with bitmaps properly on the instanced geometry
VRayLightMeter
-
Light meter object cannot be picked
VRayDisplacementMod
-
Crash during rendering
VFB
-
All flyout buttons are not expandable during post-effect calculations
-
CC sliders' numeric value edit boxes are not scaled properly on HiDPI screens
-
Middle button panning gets disabled when there is the Pixel Info window open
-
Panning out of the VFB with real zoom on sticks
-
Pixel info shows values for the wrong image when Compare A|B is swapped
-
effectsResult channel is created even in create Render Elements only mode
VRayMDLMtl
-
Crash after scene reset
-
Exporting and rendering a scene causes crash with out-of-process V-Ray RT
-
Hard-coded textures in MDL materials render black
-
Index of refraction calculations are broken
-
Loading an mdl file after mdl_filename has been cleared through MaxScript crashes 3ds Max
-
Material parameters of enum types are not overridden
-
Materials with df::tint modifier have wrong shadows
-
NaNs are generated when shading degenerated faces
-
Not exported when inside a blend material
-
Opacity maps cause rendering artifacts
-
Stopping a render, resetting the scene and rendering again causes unhandled exception
VRayOSLMtl / VRayOSLTex
-
Random crash on opening the Compact material editor
VRayProxy
-
Wrong Face IDs with Alembic meshes
VRaySamplerInfo
-
Broken normals with VRayMtl
VRayScatterVolumeMtl
-
Renders too dark
VRayScene
-
Crash on rendering end
-
Nodes with modified material in Snippet editor disappear in V-Ray RT renders
VRaySphere
-
Nested refractive spheres don't get intersected correctly
VRayToon
-
The toon effect does not respect trace sets
-
VRayLight type Dome is completely covered with toon color in Orthographic renders
VRayVRmatMtl
-
Unhandled exception when rendering with UDIM tiles
VRayVolumeGrid
-
Artifacts when rendering overlapping containers in Volumetric Geometry mode
-
Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
-
Can't use Stoke MX Field_texmap to control the smoke opacity channel
-
Exporting a .vrscene with VRayVolumeGrid calculates light and particle pre-passes
-
First frame is skipped when looped
-
Opening a cache file with a negative frame index does not load the rest of the sequence
-
The Loop Overlap option is not exported to V-Ray RT and .vrscene from 3ds Max
-
VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On
V-Ray Light Lister
-
Grouped lights are not displayed
vdenoise.exe
-
Denoising on GPUs fails in a specific situation