Other V-Ray GPU features planned for V-Ray 6 include a new device manager, making it possible to run the base render and the AI denoiser on separate GPUs. V-Ray 6 adds support for the VRaySphere geometry type. V-Ray GPU continues to move closer to feature parity with the main CPU render engine. Boost render speed on V-Ray with V-Ray GPU, Cryptomatte, VFB They are Radius, Projection height, and Ground blend settings. Other lighting changes include the new Finite Dome mode for the V-Ray Dome Light, for fine-tuning light projection onto ground surfaces via three new settings. The clouds also cast shadows on environmental fog. It isn’t possible to render from above or inside it, but judging by test renders in this forum thread. The implementation is currently limited to a single cloud layer. A feature based on technology from real-time rendering firm Enscape, with which Chaos merged this year. VRaySky, V-Ray’s physically accurate sky system, gets support for procedural clouds. Lighting: new procedural cloud system in VRaySky VRayDecal, the texture projection system introduced in V-Ray 5 for 3ds Max Update 2, now supports displacement maps. In addition, energy compensation has been implemented in the GTR BRDF, which should fix a long-standing issue in which reflections appear unrealistically dark at very low glossiness values. There is also a new implementation for SSS mode, which should speed up the rendering of translucent materials. Changes include an integrated Thin Film layer, for creating iridescent materials like soap bubbles and oil spills: effects previously only achievable via an OSL shader. VRayMtl, the standard V-Ray Material, gets some significant updates in V-Ray 6. Materials and textures: updates to VRayMtl and VRayDecal Other current limitations are listed in this forum thread. The system is a work in progress and does not currently support V-Ray GPU, the software’s GPU-enabled render engine. Suggested use cases range in scale from fences to chainmail and rattan to the micro-structure of fabrics. Unlike instancing, no extra memory is used by the repeating geometry – only the source mesh is loaded – making it possible to have “billions of polygons without any impact on the memory consumption”. New Enmesh modifier generates repeating surface geometryĪnother interesting new feature is the VRayEnmesh modifier, which covers the surface of an object with repeating geometry, in a way analogous to tiling a texture.
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