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V-Ray 6 officially released
Chaos has announced the release of V-Ray 6 for 3ds Max. This release sees several interesting new features including a real-time clouds system that works with the existing sun and sky tools to create more realistic procedural skies without the need for HDRIs.
This release also includes the enigmatically named VrayEnmesh Modifier which allows the user to coat a surface with geometry instead of a texture. Unlike instancing, there is no extra memory used for the repeating geometry which means you can have billions of polygons without any impact on memory consumption. Readers who have seen ICube’s V-Ray Pattern or FStorm’s Geopattern will be familiar with this kind of technology.
Talking of Instancing, for the first time V-Ray 6 will include Chaos Scatter, the new improved scattering tool that was introduced recently to Corona Version 8.
A new mode is added to the V-Ray Dome light called Finite dome. It allows users to fine-tune the ground projection using 3 new parameters: Radius, Projection height, and Ground blend.
V-Ray Decals now support displacement, making them even more flexible for adding ad-hoc texture assets to a surface. There are also improvements to V-Ray Proxies, faster UI redraw times, enhanced shaders, the VFB and denoiser, as well as new Chaos Cloud collaboration tools, and more.
To find out more, visit the Chaos website and watch a teaser video on YouTube.
that GeoPattern/Enmesh looks amazing, I’d love to see that becoming a standard across all renderers
The clouds system is wow-inducing. Huge deal, one of the coolest features of realtime game engines like Unreal in a ray-tracer.
I have to agree, did a quick sun down test render and I was impressed to hell !
Sadly though, still no updates on caustics and i wonder if the al surface skin sss is still going to be extremely slow with no extra love put into it.
ALSurface is old, and the shader’s been written by someone else than Chaos as the name implies.
Look here, they posted the new SSS stuff, about twice as quick.
https://forums.chaos.com/forum/v-ray-6-for-3ds-max-beta/v-ray-6-for-3ds-max-beta-general/1146672-shader-related-improvements?p=1150311#post1150311
Old or new doesnt matter, results matter, ive used all the vray sss so far and alsurface still produces superior results in skin shading. The forum ij your link states they made aome improvements on the base sss of vray material, i havent tested yet but it looks like they inproved one pass scattering method, this means on the surface that its a simple sss good for wax etc.. so far dpubting it is good for skin where u need three layers subdermals etc. Will have to wait and see.
Yeah, it’s obviously the tools, not the user.
This is the artstation of the guy mentioned in the thread, whose asset was used.
Show me your better stuff, and where ALSurface can deal with the inner parts of the mesh better, and you’ll be credible.
https://www.artstation.com/artwork/ykkKPQ
I’ve heard this argument a million times and it usually comes from very young naive inexperienced and self righteous individuals “show me your better stuff” if you knew about me (or it could be anybody else) you wouldn’t say what you just wrote. But I’ll go with it.
No its not always the user and no that’s not an argument. If a tool comes out short (especially one i’m paying for then it comes out short period! it is up to the user to point out about the shortcoming and have the devs take it into consideration), yes we will look for workarounds by the time the issues are addressed, but those are workarounds not good solutions.
There is a specific look to good skin shading, you can’t simply up a value on one pass and expect filmic results. The examples you point out to look like wax more than skin, the details of the sculpting is what is “fooling you” it has nothing against the artist but rather the point you are trying to make.
No vray SSS is not good enough, Vray SSS in base material is not good enough, I would argue Mental ray skin shader had better look to it if it wasn’t for the dreaded final gather.
There is an algorithm and thought put into a skin shader that is not present here. The way Arnold does it internally is the closest i’ve seen to a great skin shader.
Hi William.
do you have a math representation or some kind of representation of that algorythm for the skin shader?
I’m interested on it.
Thanks!
Hey juang, no i dont but i have eyes to see thankfully and the experience to tell the difference of what works well and what doesnt. I think the best who described it at the time was master zap when speaking of mental ray skin shader and the subdermalayers. Arnold sss has this internally and can shift rgb to simulate the subdermal and epidermal layers. The sss in arnold is the most succesful off the shelf skin shader ever released to the market. Theasurface implementation is not bad near identical sadly it is veeery slow compared to arnolds. And its lacking some features as well.
Vrays own fast sss which tries the same fails miserably short and this is no secret has been the shortcoming of this renderer since forever. We had to mix in blend material just to fake the reflections when we first started using it and mix in two other shader networks just to come close to something workable.
The new sss seems to follow a similar road as the native translucency shader in vray standard matt but on steroids. This is not enough for skin. The way light is absorbed is different.
The only self-righteous person here is you.
And you do so liberally by trying to make us believe you are a paying user, with vast expertise on character rendering.
Unfortunately, you do not bring anything *at all* to the table: not your name, not your CV, nothing at all of your work.
In all this, you imply the likes of Vlado are clueless as to what they should be doing for a daily job, which is rich enough as it is, and that they should instead follow your expert advice.
When *shown* results that disprove your babbling, and directly asked to show us a specific issue the current tech poses to you, and where the current tech is better than the new one, all you do is try and discredit the one asking the questions.
Whatever the hell gets you up in the morning, eh.
Kenan, grow up a little, this has nothing to do with Vlado (whom i have had the pleasure speaking to personally many times about vray, and also i have been very qctive throughout its development my small contributions have benefited not only Vray but Phoenix fd as well during all their beta phases. In the past i have also contributed to Arnold during its early stages with the devs directly before i moved to using vray some years back) also i am a paying happy license owner for eight years now. And my critisism stands and my points are valid regardless what you write or say, Vlado and vray team also understand this but there are priorities which i too understand from their side even if i am upset about some features.
I mentioned many of them btw and you either failed to understand them or are ignorant I dont care one inch about CV or proving anything And i am very confident of what i speak of and i dont need some random on the net to tell me what is and what is not credible.
You didnt show me anything except one image to which i explained in well enough detail why it doesnt work. The fact that you were ” fooled” by that image into a skin shader tells me a lot about your experience in this field. But that is okay, instead of learning something new, you attack those who have a dif point of view.
I prefer mature conversations, the minute hou start bringing up garbage like thebone you wrote above is when that conversation starts to end.
Oh, right, of course, you’re a mate to Vlado.
Believable, as everything else you wrote, and pretend we all take at face value.
Exceptional claims, let me remind you, require exceptional *proof*.
The one thing you have issue with. 🙂
You go seeking ur kind of “proof” on the internet, i am sure you will have a hard life in general for being too naive. No i dont grab beer with Vlado lol. Dude you really need to chill about being a fanboy to anything or anybody, i know its so hard to believe that Vlado is not a god and needs input feedback from the community to better his product. That Vray was pretty bad at animation work and even shaders compared to mental ray and it took a while revision to make it work out later.
Or maybe u dont remember all that because you are too young to.
Using the Beta now and it is incredible. Clouds look fantastic, the scatterer is easy to use. This is going to be the complete for my environments.
Along those lines it would be great if they added a procedural terrain texture map- something like GroundWiz that allows you can control color and texture by terrain elevation, but only better. With VrayEnmesh they are already ahead in texturing terrains, they only need to add the procedural ground/surface texture map options.
this is a good release, i am very happy with it especially with the most recent phoenix additions
would have liked caustics tbh and also have so little interest in how good the maths of a SSS shader is lol given i dont make money from how bright the depths of someones left ear is in a cut shot on a trailer for a fake sci fi film or whatever you all are into
surprised no one complained about blender not being integrated into the max version
There goes the permanent license, so long my trusty companion.
Perpetual upgrades are still an option.
vray is now a expensive renderer, and in 2 years they will rise in prise again for shure … now you have to pay for big studios that they get a renderer for all programs ….you are not using… instead to unlock features for extra payment… milking has begun!
those rendernodes are insane expensive….
It’s £1200 ($1500) to Upgrade from Vray Next – not a nice way to treat loyal customers!
Ouch! That is an unreasonable upgrade price. £1440 for me, as I’m not vat registered.
I’m too scared to see what my five render nodes would cost to upgrade.
I wonder how long I will be able to run VrayNEXT? I like the look of the clouds, but apart from that, there is nothing I really must have Vray 6 for.
A upgrade for a single node is £449.90+ vat.
That is extortionate.
Obviously a way to ‘persuade’ perpetual customers into the subscription model is to make the perpetual upgrade as hard as possible. Chaos Group seem to be a nasty version of Autodesk.
It’s the Autodesk story all over again. Perhaps an ‘indie’ version of Vray will appear, though. I just can’t see freelancers being able to afford these mounting costs.
If you’d upgrade all your stuff once a year (1 license + 5 rendernodes) you would spend around 350 per month on this spread over a year. If you’re in the higher quality segment, that’s not even 1/4th of 1 image finished (withinin a month).
If you can’t afford to spend this on essential software, maybe look for another field to work in.
Oh, and you don’t even have to update yearly, you can do it every 2 or even 3 years, so this is the most extreme case. Also, Chaosgroup gave free updates up until vray 2.0 which wasn’t sustainable for a business. So pay up, or go work with Lumion or whatever (which is just as expensive when you run the numbers, I think)
also there’s inflation, competition, etc, etc.
I’m in the lower quality segment, unfortunately. Thanks for the advice, though.
Update erery 3 years? why ??? why not every Version like i do… means every 2 Years…(and i also have 5 rendernodes)
those phoenix users got a 3year subscription for the price of 1 year…
now it is included in the vray Premium subscription!
Luckily i didn`t make this step … but for those who did… got ripped …
The Price Architekture is just like … we had no time to think about it….
Unlocking per program , also in rendernodes is too complex?