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V-RAYFORC4D 3.4

Siamo felici di annunciare che V-RayforC4D 3.4 è stato rilasciato. V-RayforC4D 3.4 è perfettamente integrato e ottimizzato sia per CPU e GPU, per la felicità di tutti gli artisti che hanno scelto V-Ray come motore di rendering principale per le loro pipeline. V-RayforC4D 3.4 lavora sotto la stessa tecnologia di base che ha reso V-Ray un’industria standard negli effetti visivi, leader sui progetti di architettura per quasi 20 anni. Con un tool di strumenti a disposizione che va dal lighting, agli shading, al rendering toolkit, allo sviluppo alla preview in tempo reale del rendering, dando il pieno controllo su tutto il processo creativo agli artisti e designer.
Sito di riferimento: www.vrayforc4d.net/v-rayforc4d-3-4-released/

Andiamo a vedere l’intro di Stefan Laub su questa magnifica nuova versione di VRAYforC4D:


Getting started in 
V-RayforC4D 3.4

General Intro to the new V-RayforC4D 3.4 from Stefan Laub >>VRAYforC4D on Vimeo.

Basic Material Setup in V-RayforC4D 3.4

Basic Material Setup in V-RayforC4D 3.4 from Stefan Laub >>VRAYforC4D on Vimeo.

A beginner guide to V-RAYforC4D

Sun bloom and glare effect in V-RAYforC4D 3.4

How to set up a scene for the God’s rays effect in V-RAYforC4D 3.4

New lens effects Bloom and Glare

NEW UVW Manager VRAYforC4D 3.4

New VRAYforC4D 3.4 Clipping plane

Multiple dirt shader setup in VRAYforC4D

Use old VrayforC4d Scenes with Version 3.4

V-Ray 3.4 denoiser in C4D


Features include:

● New great V-Ray 3.4 render speed. faster overall ray tracing and render performance;
● A lot faster path tracing GI, all parts of V-Ray had been greatly optimized using state of the art ray
tracing technology.
● New progressive sampler rendering: see your render within seconds instead of waiting for buckets.
Time or sampling level based for stills and animation.
● New variance based adaptive image sampler (VBAS), in bucket and progressive mode, improved
sub-pixel filtering
● Dynamic Bucket splitting, unified sampler options (only bucket or progressive to choose)
● 3.4 denoiser via vfb &via vray denoise standalone tool (for animation), non destructive, can cut
render time by half and more
● Automatic sampling of lights and materials – removing the need to set subdivisions manually
● New Global Defaults for fully automatic render settings, – just turn on GI and render.
● V-Ray RT cpu, cuda, openCL(only win) production rendering in picture viewer and editor
● RT Lightcache support & new premultiplied mode in Lightcache
● Faster Lightcache rendering,
● Lightcache is now rendered distributed via DR
● New feature for Lightcache for universal mode, including animation
● Fast IPR window (interactive preview render) based on V-Ray RT v3.4 core , GPU & CPU options.
● Multi faceted GTR BRDF (ggx pro with tail control)
● Min shading rate (one simple global shading quality slider)
● v3.4 clip max ray intensity setting (can speed up rendering a lot)
● Lot faster hair, grass & fur rendering & a lot faster instance and proxy rendering
● Probabilistic light sampling: a lot faster rendering with huge number of area lights
● Embree 2.3 (also dynamic geometry like displacement ,hair, mb, proxies)
● New 3.4 Render masks (textures, objects, object ids)
● V-Ray Clipper (make easy render time sections or booleans of objects or groups of objects)
● Reflection/refraction sets (include /exclude lists)
● New Object based and unbiased/raytraced (still fast) subsurface scattering option in SSS2 mat and
channel, RT compatible
● New Multiple UV support per shader(!), support for unlimited UV channels chooser inside vray
shaders. this overcomes c4ds limitation of not being able to use mapping per shader. You can now
map each shader different with any number of custom UV maps, and manage them easy via the new
UVW manager tag
● New BRDF Material presets menu inside the Adv BRDF
● New single /rgb curve option for complex IOR, Custom fresnel curves and shader color mapping
● New BRDF Materials: V-Ray Skin Material, V-Ray Volume Material, V-Ray Switch Material (for Scene
variations based on full materials), V-Ray OSL Material (win), Stochastic Flakes Material (Brute force
Physical flakes), AL_Surface BSDF Material
● New static displacement options (faster), Open-Subdiv support via Displacement Mat option
● Udim texture support*
● New “Auto” mode in color mapping dealing with 8 bit,32 bit and mp situations
● Several New multipass channels, Separate light select layers for render elements (V-Ray light select)
● Sampler-Info-Tex shader as in V-Ray Maya, to read out scene data and use for shading
● OSL shader, with thin film and complex IOR shaders included (win only atm)
● V-Ray frame buffer,with ICC, OCIO, LUT, cube, interactive burn, exposure, highlight, color balance
controls (win only, OSX comes in SP.)
● V-Ray physical based Lens glare glow and diffraction effects via vfb (win)
● New vrmesh export, with all features, animated vr-meshes, hair and particles in vr-meshes
● Additional vray shaders (vray curvature, vray ray switch, vray user data color, vray user skalar,
bercon noise, Phoenix Ocean shader)
● Optimised volume rendering
● New Sky and Areal Fog options: Hosek sky model to simulate more natural looking skies, Ground
color option for VRaySun and VRaySky, Aerial perspective for efficient and realistic atmospheric
depth (fog, humidity)
● Improved translucency in 2 sided mat
● New Dr features (exclude local machine from render, ipr or optional computer name support)
● V-Ray Quick setup (3 simple “speed vs. quality” sliders to tune any render setting)
● New Simplified user interface (optional like vray 3 max)
● New standalone layer_max shader (faster)
● New Multi shader (with new options)
● New V-Ray Instancing shader
● New Random by ID, Random by shell command
● New ray traced round corners, with texture option, perfectly smooth edges at render time with no
additional modeling
● Support for V-Ray VR stereo cameras: Support for 6×1 cubic and spherical 360 degree stereo VR
cameras (for Hive, Samsung gear and Oculus Rift use p.e )
● Support for sub folders in c4d search paths and for textures stored in .lib files
● Bitmap aperture & optical vignetting in V-Ray physical camera
● New dome light ground mode mapping
● Shademap support for stereo images(speeds render up)
● C4d OGl editor resolution options for bitmaps in editor
● V-Ray presets, V-Ray tool bar
● New V-Ray Bridge menu
● Tool to transform similar objects automatic into render instances
● Support for native c4d mograph shader on DR standalone (via vray data shader)
● Support for c4d native vertex map on DR standalone (via vray data shader)
● Support for c4d native bitmap on DR standalone (via bitmap to file option, fast)
● faster vrscene export for DR (up to 10x) due new vray sdk
● New MAXON Team Render still image support, in addition to animation frame frame distribution, as
alternate option to V-Ray DR, good in case you want to use native c4d shaders.

 

Features coming in next SP updates to 3.4:
● Updates to the IPR preview window
● Vfb OSX (in SP)
● Glossy Fresnel
● Adaptive lighting ( further improved light sampling, speeding up huge amounts of light)
● V-Ray Support for OpenVDB, Field 3d and Vray Volume grid (in SP)
● Stop & Resuming render
● Direct VR output to HIVE and OCCULUS via RT
● Deep image saving (in SP)
● Node based material editing option (a part is missing yet, once ready is added as SP)

Roadmap for planned additional features in Service packs
● V-Ray production Interactive mode
● Nvidia MDL Materials (gpu & cpu)
● Hybrid CPU and GPU rendering
● VFB redesign
● DR Linux support*
● Google cloud support (via Zync)*
● Presenz support (V-Ray output plugin)*
● Support for Chaosgroup new scanned material format