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Autor Tópico: Chaos Group V-Ray Next (Build 4.00.01) for SketchUp  (Lida 191 vezes)

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Chaos Group V-Ray Next (Build 4.00.01) for SketchUp
« em: 01 de Abril de 2019, 16:56 »

Chaos Group V-Ray Next (Build 4.00.01) for SketchUp | 722.6 mb
Chaos Group is pleased to announce the availability of V-Ray Next 4.00.01 for SketchUp. With this new release a few clicks, you can create high-quality ray-traced visuals using one of the world's most widely used design programs.

        Installation & Licensing
- Full support for SketchUp 2019
- The Chaos Group License Server has been updated to version 5.2.1
- 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 V-Ray plugin now loads faster upon SketchUp's startup
- The internal shader structure used in V-Ray for SketchUp is updated and modernized. This improves the render speed, GPU Engine feature support and V-Ray Cloud compatibility
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 both the Denoiser and the VFB Lens Effect 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
Workflow Improvements
- A new V-Ray Toolbar is added exposing some utility functionality. The V-Ray Scene Interaction tool can be found there, as well as all V-Ray UV Tools and two new display mode toggles for the viewport widgets
- V-Ray Lights, Clipper, Fur, Proxy and Infinite Plane widgets can be hidden in a non-destructive way. This functionality can be utilized when sending the project to Trimble LayOut or when a clean viewport snapshot is needed
- Hide V-Ray Widgets function implemented. It hides all V-Ray specific objects from the SketchUp viewport without affecting the rendered result. Use it to export clean screen grabs of your model or when you need to send the model to LayOut. The tool can be activated from the Extensions / V-Ray / Tools menu or the utility toolbar button
- Solid Widgets display modes implemented. It changes the viewport appearance of area light sources and the V-Ray Infinite Plane. Rectangular and Sphere light sources are a good example. They are now displayed as line shapes by default and solids once this mode is activated
- All V-Ray Lights viewport widgets are updated. They now look better and come with additional lines to help with snapping, positioning or rotating. Some of the widgets can be displayed in two viewport modes - Line Shapes and Solids. The Enable Solid Widgets button changes the mode
- The internal groups of all viewport widgets are now locked to prevent unwanted alterations
- The Infinite Plane viewport widget is updated. It can now be displayed in two viewport modes - Line Shape and Solid
- The V-Ray Fur, Clipper and Mesh Light wrapper widgets are updated. Line art has been used for the icons. This helps resolve some issues with the Viewport Rendering mode (VPR)
- Fur, Clippers and Mesh Lights can be applied to groups or components 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.
- Implemented 'Apply to Layer' material function. It assigns the selected material to the current SketchUp layer. Use it as an alternative to searching  for the layer name in the context sub-menu
- 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
- Licensing errors are handled in a better way. Different messages are displayed depending on the situation. Additional information to help users resolve the issue appears in the pop-up window
- V-Ray for SketchUp code errors are handled in a better way. Different messages are displayed depending on the situation. Additional information to help users resolve the issue appears in the pop-up window
- The V-Ray Frame Buffer (VFB) Lens Effects UI is simplified. The workflow for setting up lens effects for the image is streamlined and made more versatile with the addition of some new options (like the Saturation control)
- The V-Ray Menu is now better organized and various tool descriptions are updated
Scene Interaction Tool
- Implemented V-Ray Scene Interaction Tool. This is a universal tool for scene and materials hierarchy exploration. It also displays V-Ray Object ID assignments and can be used for in-viewport light intensity manipulations. Activate the tool and hover over an object to see its position in the scene hierarchy and the material it uses. If the object material has been inherited from one of its parents, this is also displayed in a visual way. Faces, components and groups can be precisely selected with the help of a couple of keyboard shortcuts. Hover over a light then click and drag the cursor to change its intensity directly in the viewport
- The Light Intensity Tool is no longer available. Use the Interaction Tool instead
Batch Rendering
- The V-Ray Batch Rendering function is updated. It now reliably renders the exact camera position and scene properties on both Windows and MacOS
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
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 and light assets 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
- Material Binding is handled in a more reliable way. All V-Ray utility materials now have a custom viewport Texture slot which can be utilized for material UV/Texture Placement manipulations.
- The way materials and material inheritance within the scene hierarchy is handled is improved. Changes to any scene material are now handled faster and in a more reliable way during Interactive Rendering
- 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
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 SketchUp project
- Implemented Spline Curve texture. Remap any texture color values using R, G, B or H, S, V spline curve controls
- Implement a Bezier Curve texture. 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
V-Ray Scene Importer
- A V-Ray Scene Importer is implemented. It enables the import of a .vrscene file directly as SketchUp model and not just as a reference. It can be found in the SketchUp main menu / File / Import - as an option in the browser window. The tool imports geometries, material assignments and texture placement. The imported scene is scaled and positioned correctly, independent of the source application or the source file units configuration
- Relative texture paths are recognized by the V-Ray Scene Importer. VRScenes with stripped paths exported from 3ds Max, for example, are now loaded correctly
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
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/Cmd + (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/Cmd + (0) - Selects all categories
- Del/Fn+Delete - Deletes the selected asset/s
- Ctrl + Left Arrow - Selects the previous asset
- Ctrl + Up Arrow - Selects the parent of the active asset
- Ctrl + ( [ or ] ) - Toggles the left or right fly-off panels
- Ctrl and Shift can be used in the Assets Library, Outliner and the Filters Tollbar for multi-selecting items
Other Changes & Bug Fixes
- Using the V-Ray UV Tools now reliably updates the rendered image during Interactive rendering
- Copying Proxy Mesh objects from V-Ray 3.6 scenes and pasting them in SketchUp running V-Ray Next no longer causes errors
- Multiple issues with scenes containing Proxy Scene references are resolved
- A number of issues with texture placement (UV placement) differences between the SketchUp viewport and the rendered material are resolved
- V-Ray assets are now consistently named when created in both SketchUp (from the toolbar) and the Asset Editor
- Deleting a Section Plane in SketchUp removes it from the Asset Editor
- The V-Ray UV Tools - Spherical(World) and Spherical(Fit) projection results are now rendered correctly
- Renaming a Clipper or a Mesh Lights no longer prevents interactive updates
- Vrscene files exported from SketchUp no longer create a big number of useless material assets in the Asset Editor Outliner when imported (by the V-Ray Scene Importer)
- The Asset Editor window no longer randomly fails to open
- 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 a light between projects no longer causes errors
- Specific object UVs/Texture Placements created in V-Ray 3 no longer renders incorrectly in V-Ray Next
- Texture placement created by the V-Ray UV Tools/Spherical projection methods is now rendered correctly
- Assets created form the SketchUp menu or toolbar are now named the same way as the ones created in the Asset Editor
- Displacement parameters get reliably updated during Interactive Rendering
- Deleting Section Planes in SketchUp removes the Clipper asset from the Asset Editor
- Using an instanced texture for both Diffuse and Displacement mapping no longer produces incorrect results in the rendered image
- Using the V-Ray UV Tools on material with displacement during Interactive Rendering no longer causes errors
- 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
- An issue with the scrollable area of the Assets Library content is resolved
- 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
- Archive and Repath doesn't override 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
- The Material ID render channel now takes opacity into account
- Light Components added to the scene are now sized based on the asset's size parameters
- Viewport Rendering can now be initiated in scenes with Fur, Clipper and Mesh Light visible viewport widgets
- A number of issues with material Binding are resolved
- Materials applied to a V-Ray Infinite Plane are now affected by their SketchUp texture size
- The GPU Device Selection menu entry now properly runs the executable file
- Empty V-Ray Fur and V-Ray Clipper components no longer prevent rendering
- The V-Ray UV Tools mapping now works as expected when applied to a group's copy
- Changing a material name no longer duplicates it. Capitalizing its letters also behaves as expected
- V-Ray Fur now ignores double sided materials and only use the front one for shading
- Archvision RPC support has been discontinued
- SketchUp 2015 support has been discontinued
- 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   

About V-Ray Next for SketchUp.  V-Ray Next for SketchUp is much more than just a renderer. Not only is it quick and easy, it's a natural extension of your SketchUp design workflow. It comes with everything you need to render anything you can imagine - from your earliest design concepts to your final photorealistic images, now twice as fast. And it is compatible with lots of ready-made assets and scenes from other V-Ray applications which opens up a world of possibilities.

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
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Language: english
System Requirements: PC
Supported Operating Systems: Windows 8 or higher
Software Prerequisites: SketchUp 2016-2019
Size:   722.6 mb

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