Date – February 26, 2016
Download – Build 3.30.01
New Features
V-Ray
New adaptive sampling algorithm for better detection and clean-up of noise in the image
Added option for automatic subdivs calculations for materials and lights
Better GI distribution (more robust handling of reflective GI caustics) for interior scenes
Better sub-pixel filtering for the progressive sampler
Dynamic noise threshold for the progressive sampler for more even noise distribution
Internal spectral color space switched from CIE RGB to sRGB
General speed improvements
Ability to use the GPU for production rendering
Support for Ornatrix beta
Implemented raytraced rounded corners that work also at intersections of different meshes
New Multi Matte ID render element
Material select render element works with volume shaders assigned to shading groups
Write the VFB stamp information in the OpenEXR metadata
Support the standard Scene Assembly options in the Render Settings
Batch Render supports -iip (ignore image planes) flag
Support for animation (bezier) curves as remap texture nodes;
VRayRT GPU
Support for Projection node
Support for VRay User Scalar/Color
Support for bitmap aperture to the physical camera
Support for VRaySwitchMtl
Initial support for GLSL texture shaders
Support for hair and particles from VRayProxy objects
Speed up loading of resized textures to the GPU
VFB
Ability to load color corrections from VFB history
Ability to export the color corrections settings as single LUT (.cube) file
VRayScene
- New Maya node that allows import of an entire .vrscene file as one object with a viewport preview
VRaySun / VRaySky
New sky model (Hosek et al)
Added ground color parameter
VRayAerialPerspective
New aerial perspective atmospheric effect
VRayFalloff
New texture that creates a falloff gradient based on the viewing direction, fresnel effect, etc.
VRayTriplanar
New texture for triplanar mapping
VRayStochasticFlakesMtl
New stochastic flakes material for car-paint like materials
VRayClipper
Ability to clip against arbitrary meshes
VRayProxy
Added a GPU preview mode for faster viewport performance and less memory consumption
VRayVolumeGrid
Added a viewport preview of the grid content
Added ability to customize the import of the native vdb/f3d channels
Implement support for nameless VDB channels
Added support for importing VDB caches from FumeFX 4
Added options for probabilistic volume sampling
SynColor
Enabled support for sRGB and gamma correction profiles
VRayGLSLMtl / VRayGLSLTex
Added support for Hair, Cook-Torrance, GGX and subsurface BRDFs
GLSL shaders are now compiled to binary code through LLVM for increased render speed
Texture Baking
The Ptex texture baking now works with V-Ray proxy objects
Ability to bake objects as a particle cloud to a .vrmesh file
File node
Implemented support for signed integer TIFF images
Instancer
Ability to override the visibility, object id, frame, user float/color of the instanced objects using per particle attributes
samplerInfo node
Added new output that returns random color per instance
XGen
Added support for displacement, subdivision and VRayUserColor
Added support for frame animation of archive
Added the ability to cache XGen collections to .vrscene and general export performance improvements
Miscellaneous
Support for the new Look Development shading nodes and simplexNoise in Maya 2016 Ext1
- Added the lens effects filter generator tool in the installation
Modified Features
V-Ray
Optimized UI and new default Render Settings options
Faster rendering of particle system with sphere/point rendering mode
Ability to handle more than 1000 UDIM tiles per UDIM texture
Improved multi-threaded performance for UDIM textures
Better management of many tiled OpenEXR and TIFF files
Faster activation of the mouse tracking with the progressive sampler and RT
Updated the OpenSubdiv library to version 3.0 with faster subdivision performance
VRayLightMesh now supports OpenSubdiv subdivision
Object select render element can work with more than one object ID
Support for per instance unshared UV sets
VRAY_TERMINATE_ON_SEQUENCE_END environment variable that terminates the process after a sequence is finished rendering
- Support the viewport wireframe color object override for V-Ray lights
- Made it easier to call V-Ray MEL commands from Python
- Added UI options for creating empty sets for all V-Ray object properties in the Create/V-Ray menu and in the V-Ray shelf buttons
- Support for intensity curves with the Maya standard lights
V-Ray RT GPU
Improved AMD GPUs support
Optimized bitmap memory management
Improved light cache with support for motion blurred hairs
Optimized the "Compiling geometry..." phase on scenes with many nodes
Optimized material rendering
Print warning for unsupported textures
V-Ray RT GPU CUDA
Prevent kernel recompilations while RT is running
VFB
Added new options to the vfbControl command to fully control the VFB window form MEL
Use Maya's native open/save dialogs in the VFB
Added tooltip with the image comment to the images in the VFB history
Adding/removing render elements will not delete the contents of the frame buffer
VRayMesh
Support for more then two motion blur samples with Alembic files
Faster point cloud rendering
Ignore the subdivision attributes of Alembic files when making a Maya mesh
VRayFur
- Added a global "scale" parameter that affects the length, the thickness, the gravity and the density of the fur
VRayDisplacement / Subdivision
The "Static geometry" attribute was renamed to "Geometry generation"
Render Settings
The translator default path now doesn't expand the layout
Added an option to globally turn on/off subdivision surfaces, hair, proxies, particles and plugin geometry
VRayIESLight
- Support for IES files with the latest format LM-63-2002
VRayMtl / VRayBumpMtl
Added new "local space bump map" mode
VRayMtl
The refraction now terminates rays based on the "Max transparency levels" option (it was hard-coded limit previously)
VRayRectLight
Added a disk shape option for the rectangle light
VRayTexOCIO
- Apply the OCIO correction to its output color attribute
ply2vrmesh
Introduced -mergeShaders switch to merge shaders from different files with equal names
Bug Fixes
V-Ray
Rendering .vrscene files over 4 GB with DR was not working correctly
Fixed infinite "Render interrupted" messages when rendering with IPR and no render machines are available
Fixed difference in rendering with motion blur, geometry samples > 2 in DR
The VRAY_TERMINATE_ON_FRAME_END environment variable now terminates the application properly with exit code 0
Improve the precision of mapping for 3D textures
Fixed rare crash when computing mip-map levels for non-square textures
Missing error when parting vrscene with missing include file
OpenSubdiv was not working with color sets
OpenSubdiv was crashing when subdividing faces with holes;Fixed random OpenSubdiv results with non-manifold geometry
Crash with OpenEXR files using custom data windowFixed UI issues with V-Ray windows on high resolution monitors
Support for the "Local" attribute of the place3dTexture
Fixed crash with NURBS when rendering with changing FormU/V
Fixed texturing with NURBS
The ramp texture didn't export proper .vrscene with mixed number/texture positions
Running vrend always printed "Error Cannot get the object for the current render layer", even if there is no error
Maya's particle "Tail Fade" parameter is not respected when rendering
Fixed the "Multi Matte" RE when used with blend material, the two sided material or renderable curves material
The Material ID of the base material was ignored when used in VRayMtlWrapper and VRayMtlRenderStats
Fixed the -crop option of the stand-alone
Fixed incorrect deep images when EXR Compression is None
Fixed "Affect Swatches" to not apply gamma when SynColor is on in Maya 2016
Fixed an issue with the Bifrost export when using network install
Opening a scene with material select render element was crashing sometimes
Fixed slow rendering with mb embree hair on Linux
- Fixed incorrect undo/redo with the "Color Mode" of the V-Ray lights
V-Ray RT
The SSS prepass was rendered after the frame is done destroying the image, if the object-based illumination map is used
The stereoscopic camera was rendered wrong
The "Post Render Frame MEL" was not called, which caused issues with other plugins that are expecting it
Fixed slow refreshing with large resolutions
V-Ray RT Viewport
Disable writing the output image
Disable the gamma correction if running in Viewport 2.0 and the gamma correction there is turned on
Fixed registering as a viewport renderer in Maya when the OpenGL core profile is used
V-Ray RT GPU
VRayFlakesMtl was rendered black in some cases
"Cast shadows" was not working
UDIM textures were not transferred for DR when using the GPU
Fixed wrong results with textured VRayLights
Texture baking could produce incorrect results after a regular render
Removed artifacts caused by overlapping faces on VRayProxy objects with motion blur
MultiMatte render element was not working when rendering with motion blur
Displaced geometry was not included in the light cache
Incorrect render result on machines with more than one GPU when Maya Gamma correct node is used
The decay rates of the point light was not supported
Fixed different results compared to CPU with refraction colours larger than 1.0
Fixed darkening in corners when using the light cache with "retrace" option
VRayFur didn't render with textures in the material
Portal lights blocked shadows from other lights
Scenes with very large light cache were rendered slow
Subdivision and displacement normals were flipped with negative scaling
Unsupported procedural textures were not baked into bitmaps
V-Ray RT GPU CUDA
Optimized memory allocation when loading scenes with many textures
VFB
Fixed crash if you save a comment with more than 1024 symbols in the VFB history
Fixed crash with huge font sizes for the frame stamp
The history was not properly refreshed after autosave from IPR
Render Settings
Fixed issues with the order of the render element list
Light cache didn't add automatically extension to the cache file
VRayMtl
Fixed wrong reflection filter render element with GGX BRDF
Black Diffuse color broke the Affect Channels for Refractions
VRayFastSSS2
Splotches with GI when SSS2 is layered with a reflective BRDF
VRayFlakesMtl
Fixed crash in some cases
VRayHairMtl
Fixed slow rendering with Transmission Glossiness Length and Width set to 1
VRayLightMtl
- The "Direct illumination" option didn't work with mapped "Light multiplier"
VRayMeshMaterial
- Fixed various issues with the shader list update
VRayGLSLMtl / VRayGLSLTex
VRayUserColor with UV set names didn't work
Fixed crash when a compile error message size exceeds 512
GLSL had access only to the first texture map
VRayDistanceTex
Fixed artifacs with particular geometry
VRayOSLTex
Export a proper uvw generator instead of the default one
VRaySoftBox
Wrong rendering when using more then 3 colors in the gradient
VRayDisplacement
Displacement was not applied to the entire object when it has multiple shaders assigned
Fixed crash with VRay Edges used as displacement and "Show Subtriangles" option is ON
VRayLightMesh
Node was not rendered without an assigned material
Node was not working with VRayVertexColor
VRayMesh
Added velocity multiplier parameter for alembic proxies
Fixed a crash when exporting a scene with a lot of objects
Selecting both the transform and shape node of an object and exporting to proxy was making a duplicate of all the faces within the proxy file
Shape nodes were not correctly numbered when importing multiple proxies
Fixed slow OpenSubdiv subdivision with many voxels
The proxy import window didn't detect sequences with the <frameNN> token
Fixed crash with displacement on proxy that does not have smooth vertex normals
Fixed crash with motion blur and VRayVertexColor texture used as a texture for a mesh light based on a proxy
Fixed double illumination on SSS material covered by a transparent material when both are applied on the same proxy object
Fixed crash with alembic hair when colors are missing and the UVs doesn't match the number of vertices
Fixed crash with alembic file if it fails to load normally
Fixed slow change of the scene time for static meshes with "Geometry to load" set to "Maya mesh"
VRayToon
- The texture for the line width was clamped to 1.0 internally causing different results compared to V-Ray 3.0
VRayVolumeGrid
the normals render element didn't work with the trunc sampler or probabilistic sampling
Incorrect rendering of Maya fluids and VRayVolumeGrid with big step size
Fixed incorrect position changes with animated .vdb caches
Fixed rendering of speed channel from .f3d/.vdb caches
Fixed artifacts with grid-based self-illumination with DR
Field3D caches over 4GB were not loaded
Texture Baking
Artifacts with baking of large scale scenes
Loading the default VRay settings in Maya does not reset the baking engine
Ptex baking surfaces with bump maps produced shading artifacts
The baking engine controls were not updated when a preset is loaded
XGen
Fixed issue when rendering in batch mode XGen collections inside a namespace
Fixed render canceling when there is XGen collection in the scene
ply2vrmesh
Fixed the velocity channel with json bgeo files
Fixed missing error message when a bgeo file fails to load
Fixed issues when reading some obj files
vrimg2exr
Fixed broken files when converting with data window to 16-bit
OSX
Fixed issues with the installer when setting environment variables
The vrayRenderer.xml file is installed on wrong location under OSX
Fixed the GUI installer mode on OS X 10.11
Artifacts from the bucket brackets in VFB on Retina displays
Miscellaneous
The "Enable Overrides" Maya attribute from "Drawing Overrides" was ignored
- Surface luminance node was causing wrong lighting render elements
- The viewport color attribute of some V-Ray nodes didn't work in Viewport 2.0
If Maya is loaded from arbitrary location, clicking the folder icon (browse dialog) of the AE for V-Ray nodes, didn't work
Fixed the V-Ray shelf creation issue on some systems caused by XGen
Fixed various small issues with the Light Lister
Fixed crash with Yeti and velocity render element
Fixed rendering issue with Yeti and primary visibility turned off
The image plane was rendered even if it is not part of the current render layer