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Chaos Group V-Ray Next (Build 4.00.01) for Rhino | 702.1 mb
Chaos Group is pleased to announce the availability of V-Ray Next 4.00.01 for Rhino, the first smart renderer made for designers. Tailored tools have expanded the core capabilities of Rhino and Grasshopper, linking photorealistic rendering, scene intelligence and asset management into a powerful new workflow that centralizes the design/visualization experience.

   
        Improvements
Installation & Licensing
- Implemented unified V-Ray for Rhino installer. Use the installation wizard to choose between V-Ray for Rhino 5 or 6, or install both at the same time
- The Chaos Group License Server has been updated to version 5.2.2
- The V-Ray Next license is fully compatible with V-Ray 3. Finish projects which are in V-Ray 3.60.03 production after upgrading your licenses to Next
Improved Speed and Quality
- A large number of render speed/performance optimizations are introduced. V-Ray now renders up to 50% faster on CPU and twice as fast on GPU. The performance boost is even bigger in scenes lit with a Dome Light thanks to its new adaptive evaluation
- The internal shader structure used in V-Ray for Rhino is updated and modernized. This improves the render speed, GPU Engine feature support and Chaos Cloud compatibility
- Scene loading is now faster. The optimization greatly affects Rhino projects with large number of materials
- V-Ray is now using the new Rhino 6 RDK API. It enables the use of the new material system introduced in Rhino 6 and some additional render-related features
- The internal V-Ray geometry exporter is enhanced. It speeds up the initial scene loading time and makes the interactive renderer more responsive
Denoising
- The Denoiser is now treated as a render setting and not a render element. Find its options in the advanced render settings panel in the Denoiser rollout.
- Implemented NVIDIA AI Denoiser. Instantly removes noise while rendering, based on AI-accelerated denoising technology by NVIDIA. The new engine is a perfect solution for denoising while Interactive Rendering. Make sure to set the Update Frequency parameter to 100% to get the most interactive feedback possible
- Mode option added to the Denoiser parameters. The 'Only Render Elements' option is now available. Channels required for denoising are rendered without the denoise effect being calculated. Select this mode to denoise a rendered animation frame sequence using the standalone vdenoise.exe tool
- 'Effects Update Frequency' is moved to the Denoiser section for convenience - now called Update Frequency. It still affects the Denoiser, VFB Lens Effect and Lighting Analyses updates
- Denoised Render Elements. Denoise individual render elements for added control in compositing. Enable the Denoise checkbox for any element to take advantage of the feature
Batch Rendering
- Rhino snapshots can be rendered as a batch in the current project. Save snapshots of the Rhino scene with different lighting, object positions and render settings, then run the V-Ray Batch tool to automate the final rendering process. Note that this is still an experimental feature that has some limitations
- Tooltips added to all the Batch Render window footer buttons
- Prompt window letting you save current project is displayed upon Batch Render start
V-Ray GPU
- V-Ray GPU is two times faster on average thanks to its new rendering architecture with support for more of V-Ray's high-end production features
- Added support for GPU Production Bucket rendering. Activate the GPU engine and disable the Progressive toggle to use it
- Volumetric effects are now supported. Environment Fog can be rendered in a very optimized way
- Added support for material refraction Dispersion
- Added support for adaptive Dome Light
- Added support for material Glossy Fresnel reflections
- Improved 3D/Normal displacement. The effect is now faster to render
- Added support for VRscan materials
- Better sampling of blurry reflective materials and specular highlights
- Support for Dirt texture's 'Self-occlusion only' parameter
- Added support for the Emissive layer Opacity value and texture
- An option that internally limits the GPU utilization is disabled. V-Ray now utilizes close to 100% of the computational resources of newer NVIDIA cards
Geometry Handling
- Changes to the custom render mesh parameters in Rhino now cause proper interactive updates
- Face material assignments are supported
Special Objects - Fur, Mesh Light, Clipper
- Lights, Proxy Meshes, Proxy Scenes, Fur, Infinite Plane or Clippers can be created directly in the Asset Editor. Newly created lights are automatically placed at the scene origin point, while assets such as Fur or Clipper(s) can be applied to an existing scene object
- Fur, Clippers and Mesh Lights can be applied to scene objects directly from the Asset Editor with the new 'Apply to Selection' context menu option. Drag and drop a Fur preset from the library and quickly apply it to the selected scene object/s
- Mesh Light management options are introduced in the V-Ray tab of the Rhino object properties panel. Use the icon buttons and the drop-down menu to easily create, assign, or remove Mesh Light properties from any scene object
- Mesh Lights can now be instanced similarly to the other V-Ray light sources. Hold down 'Alt' and move the light mesh (or use the 'array' command) to make an instance. The properties of the original and the newly created lights are shared. When working with instances the 'Select Instances' and 'Make Unique' options become available in the Light properties panel
- Implemented purging of V-Ray lights and geometries. Use the Asset Editor footer button to delete any Mesh Light, Fur or Clipper items that are not applied to any scene object
- Improved V-Ray Clipper workflow. The viewport widget used for Clipper assignment and selection is no longer necessary, thus removed. The Clipper section UI in the V-Ray tab ofthe Rhino object properties panel is improved and made more intuitive. Use the icon buttons and drop-down menu to easily create, assign or remove Clipper properties from any scene object
- Including or excluding scene objects from the clipping effect is now managed in Rhino's V-Ray properties panel. Pick objects to be added to the list by selecting them in the viewport or using one of the native Rhino selection functions like 'By Layer', 'By Color', 'By Name' etc. Use the Select Objects function to see what is already in the list
- Implemented 'Ignore VP state' toggle for the Clipper. Use it to disable viewport clipping preview while still rendering clipped geometry
- Improved V-Ray Fur workflow. The viewport widget used for Fur assignment and selection is no longer necessary, thus removed. The Fur section UI in the V-Ray tab of the Rhino object properties panel is improved and made more intuitive. Use the icon buttons and drop-down menu to easily create, assign or remove Fur properties from any scene object.
- Duplicating an object by holding down the 'Alt' key and moving it (or copying as an array) automatically assigns the Clipper or Fur properties of the original. Make Unique and Select Instances buttons can be used afterwards
- Fur strands in the viewport are now positioned on faces instead of vertices
Materials
- The UI of the Generic material UI is updated. The Material ID and Raytrace Properties rollouts expose some advanced material parameters
- Material ID Number is added together with the ID Color to enable a new way of masking materials. Utilize it with the new 'MultiMatte Materials' render element
- Reflection, Refraction and Diffuse material layers are updated. Their UI and parameter names are now consistent with the Universal V-Ray BRDF UI. The Transparency parameters are switched to Opacity controls for consistency. Any old shaders will be migrated automatically to the new backend structure
- Flakes layer is introduced to the Layered/Generic Material. Add metallic flakes to any shader blended with auto-generated opacity map
- Can be Overridden is now a top level option listed under all material parameter rollouts
- Basic/Advanced properties switch added to the material properties list. The Basic mode hides some of the rollouts and individual parameters enabling quick material edits. The Advanced mode reveals all the available properties for fine tweaking and adjusting some of the more advanced shading effects
- Implemented a way of setting a default Basic/Advanced asset properties state. It is preserved between sessions and can be changed based on user preference. The option is located in the advanced settings (right-hand side) panel in the Configuration rollout. Changing the state of all scene assets is also an option
- Environment Override texture slot is introduced to the Override material. Use it to specify a custom environment texture for a specific scene shader
- Hair material UI updated. The secondary specular layer 'Lock' now replaces the color and amount parameters with the transmission ones and locks them
- The Blend material UI is updated. Its layer stack is now visually similar to the Generic/Layered material's one
- The Stochastic Flakes material can no longer be created from the Asset Editor's Create menu. Create a Generic material and add the Stochastic Flakes layer to use it
- The viewport representation of all V-Ray materials is improved. Fresnel and blurry reflections are now correctly displayed in the viewport
- Material viewport textures display workflow is updated. Connect any texture to the material 'Binding/Texture' slot to see it in the viewport
- Environment Override texture slot is introduced to the Override material. Use it to specify a custom environment texture for a specific scene shader
- Rhino materials applied to layers can now be converted to V-Ray shaders using the 'vrayMtlFromRhino' command. Select one of the objects inheriting the material and execute the command
- The Displacement Edge Length parameter now has a minimum slider limit of 0.4 to prevent unreasonably high number of subdivisions to occur when generating the displacement
- Implemented 'Apply to Layer' material function. It assigns the selected material to the active Rhino layer. Use it as an alternative to searching for the layer name in the context sub-menu
Textures
- Textures can now be instanced in multiple material slots or re-used in a different material. Use an instance of a texture in the diffuse material slot and a color corrected instance of the same map as bump. Changing the source file changes both
- Global textures can now be created. A texture instanced in multiple base materials automatically becomes a global map referenced in both materials. Creating a texture from the Asset list menu directly adds it as a global item, listed under the Textures category
- A Globalize function is added to all texture context menus. Convert any local texture item to a global one keeping its reference connection to the shader
- Global textures (not used in a material) can now be saved with the Rhino project
- Spline Curve texture implemented. Remap any texture color values using R, G, B or H, S, V spline curve controls
- Bezier Curve texture implemented. Remap any texture color values using R, G, B or luminance bezier curve controls
- Any texture can easily be replaced with a new one from within its properties panel. Use the 'Replace with New Texture' button located on the left of the texture properties header
- The 'V-Ray Texture Helper' which is used as viewport representation of any procedural map is improved visually
- Added support for bitmap texture sequences. Enable the Sequence toggle and use the options in the Bitmap parameters to load a sequence of image during animation
- Color Manipulation rollout introduced to the Tiles texture. Easily change the color gain and offset of the tiles or change the way its alpha channel is treated
- The Color Correction texture UI is updated. The parameters layout is now leaner and with easier access to the options
- All Mix textures' UI and parameter naming is updated. This makes it easier to determine which texture is composited on top and how the blending will occur
Lights
- Adaptive Dome Light option added and enabled. It improves the render speed in scenes illuminated by a Dome Light (Up to 7x faster than before). Lighting interiors using a Dome is now a valid option and significantly improves interior scene setup efficiency
- The Rectangular light now has U and V Size parameters exposed in the Asset Editor that directly affect the light's viewport widget. Changing the size this way affects all component instances in the project. Scaling the light component can still affect the size of each individual instance. The combination of both enables many efficient workflows
- The Sphere light now has a Size parameter exposed in the Asset Editor that directly affects its viewport widget. This Size works similar to the U and V Size parameters of the Rectangular light
- The lights' Size parameters allow light size changes without affecting the light intensity. Change the light Units to Radiance Power (W), for example, to take advantage of this workflow
- A new 'Inverse Cube' decay option is added for the Omni and Spot light sources
- The Linear decay option of the Omni and Spot light sources is now correctly renamed to No Decay
- Enabling the Portal Light option for a Rectangular light now disables its' Color, Intensity, Visibility (Invisible) and Units parameters since they have no effect in this mode
Camera
- Automatic Exposure implemented. It relies on our adaptive learning techniques to render a perfectly exposed image. By looking at the entire scene, V-Ray automatically determines the proper exposure just as a modern camera would, but with one added advantage: V-Ray can automatically adjust the ISO value without changing the F-stop or shutter speed which lets you control depth of field and motion blur separately
- The automatic exposure value calculated by V-Ray can be further adjusted with the help of the Compensation value. It is measured in f-stops. A value of 1 makes the result twice as bright, and -1 makes it twice as dark
- Automatic White Balance implemented. Uses the same techniques as Auto Exposure to remove any warm or cold light tint coming from the Sun or skylight
- Advanced Camera Parameters rollout is introduced to the advanced settings panel. All the physical camera controls like F-Number, Shutter Speed and ISO (previously listed in the Camera rollout ) are now located here
Render Elements
- Render elements are now treated as assets - they can be created or deleted in the Assets list. Their preview image, parameters and a short description can be found in the right fly-off panel
- Lighting Analysis render element implemented. It provides visual representation of the lighting intensity in the rendered frame. It maps Illuminance and Luminance information as color gradient or a grid of measured values onto the frame
- Material ID Number render element implemented. Masks objects in the scene based on their shaders' 'Material ID Number' values. Automatic integer color assignments are used for this mask. The channel uses no anti-aliasing. It is supported by the GPU render engine
- MultiMatte Materials render element implemented. Creates red, green, and blue selection masks based on an object's' material ID Number assignments. A single MultiMatte can only store 3 masks - R, G and B. To account for that, we'll analyze the scene at render time and automatically create the necessary number of elements based on the number of unique IDs specified
Interactive Viewport Rendering (VPR)
- The V-Ray Interactive viewport, also known as VPR, is faster and more responsive
- The image resolution and  render time are listed in the VPR stamp
- Change the rendered image resolution in the viewport by using the 'vrayVPRSettings' command to specify a percentage of the original image resolution (specified in the V-Ray Output settings). The image will automatically be stretched to fill in the viewport size
- Changing the viewport mode now automatically stops the interactive viewport rendering process
- The VPR displays the effectsResult channel instead of the RGB one. Render in the viewport while looking at a denoised image (combined with lens effects if applied)
V-Ray Frame Buffer (VFB)
- The V-Ray Frame Buffer (VFB) Lens Effects UI is simplified. The workflow for setting up lens effects is streamlined and made more versatile with the addition of some new options (such as the Saturation control)
Asset Editor: Outliner
- Implemented Asset Tree view - Outliner. It lists materials, lights, geometries, render elements and textures in a unified way and visualizes shader hierarchy
- Assets from all types (Materials, Lights, Geometries, Render Elements or Textures) can now be saved as .vrmat files and loaded in other projects
- Navigating to a child texture can now be done in the assets tree list itself without clicking on parameter texture/material slots
- Every asset listed in the Outliner has a simple icon in front of its name for easier identification
- Updated Asset Editor toolbar. Both functionality and visual style of this UI element are updated. Separators are introduced to split icons of different type
- Asset type filters added to the toolbar. Use them to display assets of specific type or types in the list below. Multi-selection is supported. Use Ctrl+click to make an additional filter active. Shift lets you select a range and Ctrl+A selects all categories (except for the ones that have no members)
- Right-click on any asset type filter icon to bring up a creation menu for the specific type. This functionality is available even if a category is empty and visually disabled. Holding Ctrl keeps the dropdown menu active allowing multiple assets to be swiftly created
- Implemented multi-selection within the assets lists. Use Ctrl to add or remove from the selection set. Hold down Shift to select a range. Delete or save assets to disk as a batch
- Left-click on an empty asset category icon opens the asset creation menu. Hovering over the button visually indicates that it can be clicked even though the category is empty
- The main panel footer creation button now shows a menu organized in subcategories based on the different asset types. It lists assets with colorful icons on their left for easier identification
Asset Editor: Preview / Swatch
- The material and texture preview swatches are merged in one unified asset preview located in the right fly-off panel just above the asset parameters list
- Implemented live preview for all light types - Rectangular, Sphere, Spot, Omni, IES, Sun, Dome and Mesh
- Changes to any light source intensity value affect the lights' preview swatch. A smart way of clamping high values is implemented preventing overbright results in the swatch
- Implemented separate live preview scenes for textures of different kind - 2D (Bitmap, Checker, etc.), 3D (Noise, Marble, etc.), Ray-traced (Edges, Dirt, etc.), Environment (spherical images, etc.) and View-dependent (Falloff, Fresnel)
- Implemented static preview for all Render Element assets. The pre-rendered image clearly shows what the selected element looks like
- A default image based on the asset type is displayed for any asset that does not use a live or static preview (proxy meshes or scenes for example)
- Asset preview toolbar is implemented. It contains the preview scene selection button as well as three brand new controls over the preview window - a Start/Stop preview toggle, A One-time render and Render size selector buttons
- Pin button added to the asset preview toolbar. Edit child textures while looking at the preview of the pinned material. Click on the pinned asset name to select it. Unpinning at any stage will display the currently edited item in the swatch
- The Start/Stop button in the Asset preview toolbar toggles the live preview for all assets
- The One-time render button can be used to render the preview of the current asset only once
- The Render size button indicates the current preview render resolution size. Open its dropdown list to choose between rendering it at 100%, 50%, 25% or 12,5% of the original size. Downscaling the size compromises (or exchanges) image quality for render speed
- All material preview swatch scenes are modified to allow for non-tiled (not repeating) textures to be visible in the image
Asset Editor: Library
- Library folders are now displayed as a tree structure that can be explored by expanding and collapsing each branch contents
- Custom folder locations can be added to the library and then browsed for .vrmat files. Right-click on a library folder and select Close to remove it from the list
- Network locations (folders) can be listed. This enables the use of a single unified library for all members of a team or a company division
- Right-click on a library folder to bring up a context menu with a Refresh function available. Use it to refresh the content of a folder in case a file system change has occurred
- Assets can be deleted directly in the library content view. Right-click on any material and use the right-click Delete function to remove the material file from disk
- The Library UI is simplified and now uses two main layout presets - vertical or horizontal
- A search can be performed on the content of a deep (multi-level) folder structure. Quickly search a library folder containing multiple sub-folders with materials in each of them
- The performance of the library content list is improved. Lazy-loading is implemented to allow for smooth navigation while listing thousands of materials
- Multi-selection is now supported in the library content view. Hold down Ctrl to add or remove from the selection. Holding Shift enables range selection. Multiple materials can be then deleted together or added to the current scene as a batch. The multi-selection works in both Grid and List view
- Drag and dropping any scene asset to the library content section is now supported. Quickly save any asset to disk for later use. If the asset name already exists in the same location V-Ray exposes two options - replace the asset or cancel the operation
- The thumbnails size slider is replaced with Zoom In and Zoom Out buttons
- Numbering of the Asset Library Create section subfolders is removed. The custom order is preserved
Built-in Library Content
- The built-in library uses the new V-Ray Next shader structure. Texture instancing is utilized where possible to optimize and simplify the existing shaders
- Underscores removed from the library material names to visually improve the content display
- A Create built-in library implemented. Use it as an alternative to the Asset Editor's asset creation menu. Quickly search through all the base assets that can be added to the scene or select multiple ones to create them as a batch
- The search in the library content function is improved. Strings separated by spaces now have to be present in an asset name in order for the item to be listed
Asset Editor: Other UI Improvements
- Assets of all types use a unified UI logic. The Swatch Preview is on the top of the right fly-off panel and the parameters are listed below. The overlay view used for texture creation and editing is no longer needed and has been removed
- Back button added to the right fly-off panel footer (Arrow pointing left). Use it to go back to the previous asset selection
- Up the Hierarchy buttons added to the right fly-off panel footer (Arrow pointing up). Use it to go to up to the parent of the selected asset. A smart way of determining what is the preferred parent is used for assets instanced in multiple places
- The Settings/Render rollout is improved. The Interactivity slider appears in place of the Quality slider when the Interactive rendering mode is active
- The Advanced Settings/Raytrace rollout is renamed to Render Settings. Its content is reorganized and the Basic/Advanced toggle is no longer needed to filter the available options
- The Settings/Camera rollout is improved. The Auto Exposure and White balance toggles are located next to the corresponding sliders. A new Compensation slider is introduced
- The Settings/Environment rollout is improved. The subsection Environment Overrides is removed, while all the environment texture slots are visible by default
- The Animation rollout is visible even when there is no animation in the scene. The section and its toggle is disabled if no animation is possible with additional information displayed in the toggle's tooltip
- The Render Output layout is improved. Unlocking the resolution allows for changing the image width and height separately without the need to specify aspect values in advance
- The Switches rollout is now under Render Settings. The subsections (rollouts) are merged together for easier access
- The Apply to Layer sub-menu now expands in width when one of the fly-off panels is open making it easier to search for layers with long names
- Expanding the Render (button) drop-down menu no longer lists the active item twice
Asset Editor: Keyboard Shortcuts
- A number of keyboard shortcuts are introduced to speed up UI and hierarchy navigation
- Ctrl + 1/2/3/4/5/6 - Switches to the corresponding category or the settings view
- Alt + 1/2/3/4/5 - Adds to the active categories
- Ctrl + 0 - Selects all categories
- Ctrl + A - Selects all active categories (in case the focus is on the Toolbar)
- Del + Delete - Deletes the selected asset/s
- Ctrl + Left Arrow - Selects the previous asset
- Ctrl + Up Arrow - Selects the parent of the active asset
- Ctrl + [ / ] - Toggles the left or right fly-off panels
- Ctrl + Shift and Ctrl + A can be used in the Preset Assets Library, Outliner and the Filters Tollbar for multi-selecting items
Grasshopper
- The way data flow is handled by the V-Ray components is updated. Multiple inputs used for any component parameter produce multiple output instances of the item. Use multiple color inputs, for a V-Ray Simple or Preset Material for example, to produce multiple materials
- V-Ray Light Directional component implemented. It corresponds to the V-Ray Directional Light that can be created in a regular document. The new component can be used for stylized lighting or for various light study setups
- Implemented V-Ray Timeline component. Enables animation rendering once connected to a V-Ray Renderer. When connected initiating the render process will render a number of consecutive frames based on the Frames Count parameter. The Grasshopper definition will be evaluated for each frame. The Frame or Fraction outputs can be remapped and used for animating different definition parameters
- Proxy and VRScene reference components renamed to V-Ray Proxy Mesh and V-Ray Proxy Scene
- The V-Ray VRScene component is renamed to V-Ray Scene Exporter
- The V-Ray Scene Exporter component can now export .vrscene animation sequences
- Proxy Mesh and Scene references in the definition now display bounding box placeholders in the Rhino viewport
- Implemented Render Elements input for the V-Ray Renderer component. Connect any render element component to see it in the V-Ray Frame Buffer
- V-Ray Render Element Lighting Analysis component implemented. Provides visual representation of the lighting intensity in the rendered frame. It maps Illuminance and Luminance information as a color gradient or as a grid of measured values onto the frame. Connect it to the V-Ray Renderer component to see the result in the VFB
- The 'Z Offset from Geometry' context menu option of the Infinite Plane component is now a boolean input parameter named 'Position From Geometry'
- Added support for GPU bucket rendering
- Physical Exposure controls added to the V-Ray Camera component. Enable it to use the Aperture, Shutter Speed, and ISO                                                                                                                            parameters
- Changing the (internal) material name of a .vrmat file no longer prevents it from being rendered as a reference in V-Ray for Grasshopper
- Changing the number of VRScene instances during Interactive Rendering (by changing the input number of planes) no longer causes a crash
- The V-Ray Render node status label updates correctly independent of the way the render process has been stopped
- Mesh objects created from nurbs now render properly
Script Access
- The V-Ray for Rhino script access support from 'Rhino Python' and 'Rhino Script' clients is enhanced. Access the V-Ray 'scene' and modify V-Ray plug-in node parameters - Lights, Materials, Settings, etc. (everything available in the Asset Editor). Determine parameter types and adjust their values
Other Changes & Bug Fixes
- V-Ray assets are now consistently named when created in both Rhino (from the toolbar or menu) and the Asset Editor
- Context menu sub-menus no longer close when the mouse cursor exits their area
- Using the 'Show Desktop' Windows shortcut while V-Ray is loaded no longer leads to crash
- Copying blocks containing V-Ray proxies between projects now correctly transfers the proxy materials
- A number of issues with the file browser buttons throughout the UI are resolved
- The gradient widget of Gradient textures no longer has an incorrect offset on its left side
- Selecting a global texture in the Outliner no longer navigates to the textures section
- Center UI panel no longer grows to the right when the right-hand side panel is expanded and collapsed multiple times
- The Material ID render channel now takes opacity into account
- Archvision RPC support is improved
- Caustics combined with a Stereo Camera no longer render incorrectly
- Drop-down menu lists no longer hide behind other UI elements
- Repathing a texture image file via the File Path Editor now automatically updates the path in the Asset Editor
- Reflection, Specular and Refraction Glossiness render elements can no longer be created. The elements will still appear and render correctly for scenes saved with V-Ray 3
- Removing a Mesh Light properties from an object, while in a block editing mode and then undoing the action now works as expected
- A number of issues related to Proxy Mesh generation are resolved. New proxies are created with correct face ID assignment
- Materials saved from Grasshopper (as vrmat files) now use the new shader structure
- Render region is now correctly preserved between renders
- Rhino materials Bump textures now render correctly in V-Ray
- Changing the VPR scale factor with the 'vrayVPRSettings' command affects the render region
- VPR can now be initialized while Interactive Rendering is running
- Opening a gh/ghx file via the Rhino welcome screen no longer causes a crash
- The Replace Object with Proxy option available in the Proxy Export window now functions properly
- Default Rhino materials assigned to geometry faces are rendered correctly
- Non-uniformly scaled rectangular lights are now rendered correctly
- Context menu sub-menus no longer close when the mouse cursor exits their area
- Using an instanced texture for both Diffuse and Displacement mapping no longer produces incorrect results in the rendered image
- A number of issues with the file browser buttons throughout the UI are resolved
- The gradient widget of Gradient textures no longer has an incorrect left offset
- An issue with the scrollable area of the Assets Library content is resolved
- The Linear decay option of the Omni and Spot light sources is now correctly renamed to No Decay
- Selecting a global texture in the Outliner no longer navigates to the textures section
- Center UI panel no longer grows to the right when the right-hand side panel is expanded and collapsed multiple times
- File Path Editor's Archive and Repath action no longer  overrides files with identical names when the Override option is disabled
- The Depth of Field Pick Focus button reacts correctly when the mode is changed to From Camera Target
- Proxies rendered by V-Ray GPU no longer use unusually large amount of memory
- Toggling Safe Frame from the Rhino settings now correctly updates the Safe Frame option in the Render Output Asset Editor rollout
- Deleting a Rhino material applied to a geometry inside a block now properly updates during Interactive Rendering
- Resolved an issue with proxy scene (VRScene) transformation loaded from a previously saved 3dm file
- Transforming proxy scenes (VRScenes) during Interactive Rendering no longer causes a crash
- Non-meshable objects (curves) using a displacement no longer cause a crash when rendered
- Undo no longer duplicates Fur and Clipper materials
- The Material ID render channel now takes opacity into account
- Sphere and Rectangle Light Components added to the scene are now scaled based on their size properties
- Caustics combined with a Stereo Camera no longer render incorrectly
- Drop-down menu lists no longer hide behind other UI elements
- Invalid file paths specified in the Output settings no longer cause the VFB to display a black image and stay in a 'Finished' state
- The Grasshopper 'Material from Project' component now works as expected
- Render Elements / Channels can now be saved for Bongo animation
- Proxy meshes' Multi Material slots get automatically updated upon change in the source file even if the proxy preview type is set to Bounding Box or Point Origin
- Disabling the V-Ray plugin from the Rhino plugins list no longer causes a .rui loading error upon Rhino start up
- The Batch Render tool now properly renders .vrscene file sequences
- The V-Ray plugin in the Rhino plugins list now displays its version correctly - 4.0.0.1
- Clipping plane color fills are now correctly displayed in the viewport
- Projects with conflicting asset file paths can now be successfully packed
- Viewport object interactions while holding down a modifier key ('Shift' for example) no longer cause any lag
- Moving objects while holding down the 'Shift' key no longer lags
- Parallel projection (orthographic) cameras no longer hang the render process during Light Cache sampling
- Creating a new material in the Asset Editor (in scenes with many objects) no longer causes Rhino to hang when the 'Rendered' viewport mode is selected
- Changing all proxy materials to 'None' during Interactive Rendering no longer causes the last material to be used for all faces
- Changing Proxy preview no longer triggers a scene update during Interactive Rendering
- V-Ray special objects in blocks no longer create a copy of themselves when the block is copied
- The V-Ray Clipper no longer cuts exclusively along the XY plane when its host layer is hidden
- Interactive Rendering does not stop once an image is added to the Rhino Environment
- Deleting a Mesh Light contained within a block and then undoing the action no longer causes a crash
- Interactive material changes in block edit mode now work properly
- Volumetric Environment mediums such as Aerial Perspective and Environment Fog no longer become progressively denser during Interactive Rendering
- Changing the size of a Sphere or Rectangle light using their Asset Editor Size parameters changes the size of all of their light instances in the scene
- Legacy 'vis' commands can no longer be executed
- RPC object support is improved in Rhino 6
- The 'vrayLightMesh' and 'vrayLightMeshRemove' commands are merged into a single command  ('vrayLightMesh')
- The Bounding Box creation option for Dome Light ('vrayLightDome' command) is removed
- Caustic photons are now correctly emitted from a Sunlight   
About V-Ray Next for Rhino.   Chaos Group has released V-Ray Next for Rhino, the latest update to the edition of the renderer for Robert McNeel & Associates' NURBS-based industrial modelling software. The update makes key features of the V-Ray Next architecture available to Rhino users, introduces new asset management tools, and extends support for Rhino's Grasshopper procedural modelling system.
- Performance boosts, plus new Scene Intelligence and asset-management features
The new features in V-Ray Next for Rhino follow a similar pattern to those from V-Ray Next for SketchUp, which shipped last month. That means the key features of the V-Ray Next architecture: better overall CPU and GPU render performance, plus new 'Scene Intelligence' features designed to simplify render set-up, including the Adaptive Dome Light and automatic exposure. The update also adds support for Nvidia's AI-based OptiX render denoising system, and makes the standard V-Ray material compatible with metalness PBR workflows used in game engines like UE4. Workflow improvements include a simplified rendering UI, and a new asset-management system.
- Improved support for Grasshopper, and support for scripting
Support for Grasshopper, the "algorithmic modelling" system introduced in Rhino 6, has also been extended. New features include the option to animate Grasshopper definitions, cameras and sunlight settings from the V-Ray timeline; and support for physical camera settings and V-Ray Next's lighting analysis render element within Grasshopper. In addition, V-Ray Next for Rhino introduces support for scripting via Python or RhinoScript, making it possible to automate common tasks or customise rendering functionality.
   
       
       
                   
   
   
About Chaos Group.    Chaos Group is a worldwide leader in computer graphics technology, helping artists and designers create photoreal imagery and animation for design, television, and feature films. Chaos Group specializes in physically-based rendering and simulation software used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Today, the company's research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design. Founded in 1997, Chaos Group is privately owned with offices in Sofia, Los Angeles, Baltimore, Seoul, and Tokyo.
Product:   Chaos Group V-Ray
Version:   Next 4.00.01
Supported Architectures: x64
Website Home Page :

Код:
www.chaosgroup.com

Language: english
System Requirements: PC
Supported Operating Systems: Windows 7 or higher
Software Prerequisites: Rhino 5.14 or later & Rhino 6.13.19058 or later
Size: 702.1 mb

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