Chaos Group dévoile V-Ray 3.3 pour 3ds Max, mise à jour gratuite de son moteur de rendu.
Les principales avancées : des améliorations au sein de l’algorithme de rendu, avec à la clé 20 à 50% de gain en temps de rendu sur la plupart des scènes. Un nouveau variance-based adaptive sampler (VBAS) fait son apparition. Son avantage : une distribution du bruit plus uniforme, une mise en place plus rapide.
Voici l’ensemble des nouveautés en vidéo, puis la liste exhaustive des nouveautés publiée par Chaos Group :
Variance-Based Adaptive Sampling provides:
Better sampling of dark areas and faster sampling of overbright areas
More consistent noise detection
Final image quality is less dependent on materials and lights settings
Improved alpha channel sampling –?especially in scenes with depth of field and motion blur
Works in bucket and progressive rendering modes
In addition, V-Ray 3.3 for 3ds Max includes over 25 new features and updates.
New Features
New Global Defaults
Variance-based adaptive sampler enabled by default
Automatic sampling of lights and materials – removing the need to set subdivisions manually
Ray Traced Rounded Corners
Perfectly smooth edges at render time with no additional modeling – based on licensed technology from NVIDIA
Advanced edge detection with support for concave and convex surfaces simultaneously
Works with separate objects, VRayProxy objects, displaced objects, etc.
New Sky Model and Aerial Perspective
Hosek sky model to simulate more natural looking skies
Ground color option for VRaySun and VRaySky
Aerial perspective for efficient and realistic atmospheric depth
Triplanar Mapping
Fast, seamless textures without UVs
Control over edge blending and texture parameters, including randomization
Works on procedural geometry
Improved V-Ray Clipper with Render-Time Booleans
Supports cutaways using any arbitrary mesh
Stochastic Flakes
Ultra-realistic materials with sparkle effects like snow, sand, and car paints
Updated Features
Global Illumination
More robust handling of reflective GI caustics, better light propagation, and more natural illumination of interior scenes
Distributed light cache for faster calculations with distributed rendering
GPU Rendering
More texture nodes – MultiTexture, VRayMultiSubTex, ColorCorrection, etc.
Proxy objects with hair and particles
VRayFur and VRayPlane objects
Light include/exclude lists
Progressive Sampler
Dynamic noise threshold leads to more uniform noise distribution
Improved sub-pixel filtering
Improved CPU utilization
Volume Rendering
Faster volume rendering with probabilistic sampling
Geometry
Faster rendering of proxy objects and instances