V-Ray Advanced for 3ds Max/VIZ - Bundle


Our V-Ray Advanced - Bundle includes the following:
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V-Ray Advanced for 3ds Max/VIZ
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V-Ray Lighting Techniques: Exteriors (DVD)
-
V-Ray Lighting Techniques: Interiors (DVD)
Enjoy a substantial savings when
purchasing this bundle!
V-Ray Advanced for 3ds Max/VIZ

After its enormous success on the market V-Ray has become the renderer of
choice in big production studios across the world. Feature film productions,
multi-million dollar game productions, huge and small architectural
visualizations have trusted their visuals to V-Ray.
V-Ray has become a benchmark for speed used by many hardware vendors and other
renderer developers to test against. Richest set of features, cost-effective and
production-ready.
V-Ray 1.50.SP2 Now Available!
V-Ray 1.5 Service Pack 2 is compatible with
Autodesk® 3ds Max 2009® and Autodesk® 3ds Max Design 2009.
Now includes several new features such as VRayIES photometric light,
VRaySimbiontMtl material for direct rendering of DarkTree materials,
VRayShadowMap shadow generator for standard light for reduction of flickering of
VRayFur, the VRay_ExtraTex render element for generating ambient occlusion
passes and UVW channel passes.
New features:
- Compatibility with 3ds Max 2009 and 3ds Max Design 2009
- Support for animated deforming meshes to .vrmesh files and the VRayProxy
object
- Support for Lighting Analysis Overlay render effect in 3ds Max 2009
- VRayIES light
- VRaySimbiontMtl material (allows rendering of DarkTree materials
directly by V-Ray)
- Rectangle VRayLights can be mapped with a texture map, similar to dome
lights
- VRayShadowMap shadow generator for standard lights (useful for reducing
flickering of VRayFur in animations; works with all V-Ray geometry objects
like proxies, fur etc.)
- VRay_Illuminance render element
- VRay_SelfIlluminationMap texture baking element
- VRay_BumpNormals render element and VRayBumpNormalsMap bake render
element to extract bump-mapped normals
- VRay_ExtraTex render element to store the result from the calculation of
any extra texture map on shaded surfaces without the need to actually apply
the map in their materials (can be used with VRayDirt for AO pass, or with
Vertex Color map for UVW channels pass, or with Falloff map for custom
z-depth pass or top/bottom etc)
- VRay_SampleRate render element to show the image sampling rate into a
separate element
- The installation includes MAX.vray Defaults profile for 3ds Max
Modified features:
- Added "Preserve tweaks on load" option for VRaySimbiontMtl
- DTE components now included with the installation
- Support for "Show map in viewports" of VRayMtl can be disabled by
setting the environment variable VRAY_SHOW_MTL_MAPS to 0
- Added hidden parameter "option_clampTextures" to VRayMtl, which is
true by default for newly created materials (old scenes render as
before)
- Faster and multithreaded preparation of texture-mapped VRayLights
- Improved sampling of texture-mapped VRayLights
- Added more white balance presets to the VRayPhyscal camera (D50,
D55, D65 and D75 corresponding to the CIE standard illuminants)
- The default white balance preset for the VRayPhsycal camera is now
the D65 illuminant
- More reliable memory handling for the V-Ray VFB for large images
- Mapped rectangle lights now use the alpha of the texture map for
transparency
- The information in .vrmesh files is now compressed by default (makes
newly created proxies incompatible with older versions)
- Reduced memory requirements in certain situations
- In RTT (render to texture) mode, V-Ray now always creates
floating-point frame buffers for the bake elements
- vrimg2exr tool flushes the standard output more regularly
- Added "Soften" parameter to the BRDF parameters of VRayMtl
- vrimg2exr tool has an option for gamma correction
- vrimg2exr tool can convert non-RGB channels (velocity, zdepth etc)
when used with the '-channel' option
- Added a hidden parameter lightcache_minPathsPerSample to control
usage of light cache samples during the light cache calculation phase
(reduces bias in the light cache when a small number of subdivs are
used)
- VRaySun target line is now dimmed in the viewports when the sun
light is off
- VRayProxy objects have a new "point" display mode
Bug fixes:
- Fixed crash when loading scene in 3ds Max 2009
- VRayFur did not generate velocity channel information
- Fixed misaligned buckets on render slaves with DR
- DR with "Don't render final image" caused render slaves to drop
after the first frame
- VRaySun did not display correctly with viewport shading model
set to "Best"
- Fixed crash when cancelling a DR rendering before the actual
render has started
- The Tweaks rollout of VRaySimbiontMtl turned blank if other
rollouts were opened/closed
- Material editor now updates faster if no license is found
- All parameters of VRayHDRI appeared named as "Spin" in TrackView
- The multipliers of VRayHDRI were not animatable
- Fixed memory leak in the V-Ray license server when the status of
the server is requested.
- Fixed memory leak in the new sampler for texture-mapped
VRayLight's
- Browsing for a non-animated irradiance map ending with a number
caused that number to be truncated
- Problem with VRayIES light with soft shadows in the lighting
render elements
- Fixed wrong bounding box of VRayProxy objects
- Issues with SpeedTree texture filtering
- Fixed bright spots on matte objects with irradiance map with low
settings
- Fixed problems in VRayMtl with Falloff map and bump map at
grazing angles
- Crash when exporting more than 100 objects to one .vrmesh file
- VRayShadowMap did not consider light exclude lists and object
"Cast shadows" properties
- Fixed artifacts when rendering dynamic geometry with motion blur
- Different rendering results between Intel/AMD machines with
64-bit V-Ray
- Groups within groups did not work with the V-Ray Override mtl
exclusion list, as well as with light exclusion lists
- Exclusion lists for V-Ray lights not imported properly when
merging the lights from another file
- Fixed wrong velocity channel for proxies with Scale parameter
different than 1.0
- ply2vrmesh failed for .ply files with error "wrong format"
- Fixed problem with transparent VRayLightMtl materials and GI
- Fixed problems in alpha channel when mixing V-Ray and standard
3ds Max materials (e.g. VRayMtl inside a 3ds Max Blend material etc)
- Fixed problems with filtering of some procedural textures (e.g.
Gradient Ramp)
- Fixed problems with Falloff map at grazing angles
- Fixed potential divide-by-zero problems with glossy highlights
because of the "Soften" BRDF parameter
- Fixed precision loss when using the V-Ray VFB render region
override options
- Fixed problem with Particle Flow freezing in certain cases on
object preparation during rendering
- The y-coordinate (green component) of VRayVelocity render
element was flipped compared to the 3ds Max one
- The result from the adaptive DMC image sampler could be
different with the "Don't affect colors" option on
- The vrayspawner.exe application will automatically look for a
3dsviz.exe file, if no 3dsmax.exe can be found
- The internal V-Ray replacement material for the 3ds Max multi/subobject
material now matches the 3ds Max one when an ID is greater than
specified in the material
- MaxScript error using the V-Ray scene converter in 3ds Max 2008
- Fixed crashes with VRayMtl and DirectX with the "Show map in
viewport" option on
- Objects with visibility<1.0 rendered brighter with GI than they
should be
- Bug with dome lights (from build 1.50.14 only)
- Background seen through matte objects not sampled properly for
AA (from 1.50.SP1 only)
- No reflections on VRayMtl if Fresnel reflections are enabled,
the Fresnel IOR is locked to the refractive one, and the material
has opacity map
- Dynamic raycaster limit did not work properly for values above
4095
- Issues with VRayDirt when baking very dense meshes
- Incorrect rendering progress bar display in DR mode
- The mesh export to .vrscene file ignored mesh normals
Core Architecture
- Multi-platform object-oriented API
- Fully multithreaded core
- Unified sampling system based on Schlick sampling
- Distributed rendering
- Efficient shading system specifically optimized for ray-tracing
- Modular architecture - many components of the system can be replaced with custom
ones
Geometry
- Efficient geometry handling
- True instance rendering
- On-demand dynamic geometry creation
- On-demand geometry loading from disk files
- Displacement mapping
- Catmull-Clark and Loop subdivision surfaces
- Extensible with custom geometric primitives through the V-Ray SDK
Image sampling
- Three different image sampling methods
- Full-scene anti-aliasing
- Progressive path tracing
- Support for additional render elements (diffuse, reflection, GI etc)
- Advanced color (tone) mapping controls
- Extensible with custom image samplers through the V-Ray SDK
Illumination
- Physically accurate full global illumination solutions
- Different GI algorithms: path tracing, irradiance cache, photon maps, light
cache
- Reusable GI solutions for accelerated rendering of walk-through animations and
animations with dynamic objects
- Physically accurate area lights
- Efficient illumination from HDR environments
- Procedural sun & sky models
- Extensible with custom lights through the V-Ray SDK
Shaders
- Physically plausible materials
- Blurry reflections/refractions
- Accurate highlights
- Sub-surface scattering
- Support for efficient material layering
- Extensible with custom shaders through the V-Ray SDK
Camera effects
- Depth-of-field with bokeh effects
- Accurate motion blur
- Physical camera model
- Extensible with custom cameras through the V-Ray SDK
Extras
- Toon effect
- Fur generator/raytracer
- Extended matte/shadow capabilities
- Support for Render-to-Texture mode of 3ds Max
- VRaySphereFade to isolate only specific portions of the scene for compositing
Frame buffer
- V-Ray specific frame buffer with integrated color corrections and display of
multiple rendering elements
- Direct rendering to disk for extremely large images, either as OpenEXR files or
as .vrimg files
*all the features are subject to change without special notice.

Global Illumination: Exteriors
V-Ray Lighting Techniques with Christopher Nichols

Instructor:
Chris NICHOLS
Formats: (Mac or PC only)
DVD-ROM
In this lecture on the subject of Global Illumination
lighting techniques, Christopher Nichols discusses the subject of exterior
lighting. This DVD covers a general introduction to the principles of Global
Illumination, which are essential to the understanding of this specialized form
of lighting. While the series primarily uses V-Ray as the render engine in a 3ds
Max environment, those using other GI renderers will also benefit from the
conceptual techniques described. From the general concepts of reflected specular
and diffuse light, to sky lights and image based lighting with HDRIs,
Christopher shows how to light scenes using real world lighting in a fully
reflective environment. He also demonstrates how to tackle the issues of
animation by finding the most optimal way to bake lighting for exterior sets.
This series is geared toward the CG artist that already has an intermediate
understanding of direct lighting and is making the transition to GI lighting.
Over 3 hours of lecture.
Topics Covered:
Principles of Global Illumination
Specular and Diffuse Reflection
Comparison of Different Techniques
Sky Lights
Image Based Lighting
Using HDRIs
Animation Issues in GI
Baking Lighting Animation
Chapters:
01: It Is All About Reflection
02: Methods of Producing Diffuse Scatter
03: Environment Light
04: Image Based Lighting
05: Lighting an Exterior Scene
06: Changing the Mood
07: The Problem with Animation
08: Animation for Large Scenes
Global Illumination: Interiors
V-Ray Lighting Techniques with Christopher Nichols

Instructor:
Chris NICHOLS
Formats: (Mac or PC
only)
DVD-ROM
Continuing from his first DVD,
Global Illumination: Exteriors, Christopher Nichols
explains how interior global illumination differs from
exterior GI. Christopher focuses on the concept of
digital sets and explores issues of interior lighting
for GI, including the variety of light sources that can
be used, as well as how space plays an important role in
lighting. Christopher demonstrates the differences
between regular light sources, environment light, IES
lighting, area lights, and even how geometry and shaders
can affect the lighting of a scene. Additionally, since
bouncing light plays an important role in interior GI,
this lecture looks at some special techniques such as
using V-Ray’s photon mapping and light cache.
Christopher also explores the idea of baking lighting
into textures, which is a useful technique for some
situations. With Global Illumination: Interiors, you
will see the rendering of an interior space in a whole
new light.
Over 3 hours of lecture.
Topics Covered:
Principles of Global
Illumination
Specular and Diffuse Reflection
Comparison of Different Techniques
Sky Lights
Image Based Lighting
Using HDRIs
Animation Issues in GI
Baking Lighting Animation
Chapters:
01: Key Elements from the Exteriors
DVD
02: Interior Versus Exterior GI
03: Lighting Interiors with Exterior Light
04: Other Interior Light Sources
05: Lots of Secondary Bounces
06: Baking Lighting into Textures
07: Lighting Scenario 1
08: Lighting Scenario 2
Instructor BIO:
Christopher Nichols received a Bachelors in Mathematics and
Fine Arts from Colgate University. He went on to get a Masters of Architecture
from Rice University, where as a lecturer he taught the principles of
architectural visualization and animation. After a long career in architecture,
Christopher entered the world of feature film visual effects, specializing in
color and lighting. Having spent several years at Digital Domain, Christopher
has credits on such movies as The Day After Tomorrow, I, Robot,
and Stealth. He is now a Senior Lighting Technical Director at Sony
Pictures Imageworks.
The
Minimum System Requirements are:
1GHz or faster processor
512 MB RAM
64 MB Video RAM
DVD-ROM Drive
5 GB of hard disk space
1280 x 1024 display
The Minimum Operating System Requirements are:
Microsoft® Windows® XP Professional,
Microsoft Windows 2000 Professional
Apple® Mac® OS X 10.2
This DVD-ROM also requires the Quicktime Movie Player (Version 5.0.5 or higher),
the Ensharpen Codec (Version 1.0.1 or higher) and Acrobat Reader (Version 5.0 or
higher) in order to view its contents.
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V-Ray Now Includes Dongle Additional Details:
V-Ray now includes a shipped licensing dongle. Please
note however that the actual product is downloaded. There
are no DVDs or printed documentation included. With your order, Trinity will notify the developer to
set up your personal account page and transmit your login
details to your email address. With this account you can
download the latest build of the software, install it and
then request authorization from the developer for your
installation. You will also get full access to
e-documentation, support forums, tutorials and tutorial
scene files, utilities and other tools for registered
owners. |
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| V-Ray Compatibility Chart |
| 3ds Max 2009 & 3ds Max Design 2009 |
Use V-Ray 1.5 SP2 (3ds Max 2009)
installer |
| 3ds Max 2008 |
Use V-Ray 1.5 SP2 (3ds Max 2008)
installer |
| 3ds Max 9 or VIZ 2008 |
Use V-Ray 1.5 SP2 (3ds Max 9) installer |
3ds Max 8/7/6 (or)
VIZ 2007, VIZ 2006, VIZ 2005 |
Use V-Ray 1.5 SP2 (3ds Max 8) installer |
| Older versions |
No support |
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