Build 5.10.01

Official release, Update 1

Date - Feb 23, 2021


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V-Ray Vision

  • Screen Space Reflections for transparent materials implemented
  • Cosmos assets support added
  • Implemented a Level of Detail (LOD) loading and display system for all Cosmos assets. When available the Medium asset representation is loaded close to the camera. Zooming out fades the model to its Low version. If the Medium representation is not available Vision uses the Low version directly. Enable the High Quality Cosmos Assets option to load their High representation close to the camera. Note that this will increase scene load times and may affect performance
  • Cosmos assets interactive transformations support added
  • The way Automatic Exposure works in Vision is improved. Pitch black areas in the image are now handled more reliably. Image over-exposition is avoided in most cases
  • Temporal image anti-aliasing method implemented. Make sure that the corresponding option in the Settings panel is enabled. This method requires a couple of frames to resolve to final quality but the result is significantly better compared to the old one. Temporal anti-aliasing is automatically disabled during the export of Spherical Panorama images
  • Added support for the Clip Opacity Mode of the VRay Mtl. Make sure that this mode is selected for leaves and other cutouts
  • The Clip opacity mode is automatically enabled for materials whose names contain 'Leaves_mtl' and whose opacity is mapped with texture files containing 'Leaf' in their name
  • Tri-planar texture support added. Only the One Texture Mode is currently supported. The Randomization parameters are ignored. World is the only Projection Space supported
  • Vision no longer stops responding when picking an output image file location two times in a row
  • Added support for the Stochastic texture randomization parameters of the UVW Placement map. The other randomization modes are not supported yet
  • Super Sampling option removed from the Image Export panel. Use Temporal Anti-aliasing combined with a longer Frame Delay to improve the output image aliasing/quality
  • Frame Delay option added in the Image Export panel. Increase its value to allow accumulative effects to resolve before the image is saved. The Temporal Anti-aliasing for example requires approximately 30-40 frames to resolve to final quality. Note that changing the Frame Delay might increase the image export time significantly depending on your hardware
  • High Quality Cosmos Assets option implemented. Use it if you want to see the High Cosmos representations close to the camera. Vision will fade to the Medium and then Low versions of the model based on the distance between the camera and the object and the area the object occupies on the screen
  • The logic for selecting a UV set for a material is improved. Note that Vision currently supports only one UV set per object
  • A number of issues with Multi Material assignments are resolved. Non-consecutive IDs are now handled correctly
  • The Sun Light Size Multiplier value is now linked to the one in Vision. Changing the sun size in V-Ray will change the Sun disk in Vison's sky. If the Shadow Quality option in the Settings panel is set to High the Sun size also affects shadows softness
  • Shadows Quality parameter implemented. The Low preset corresponds to enabling the Optimize Shadows parameter available in older versions. It uses a lower resolution shadow map during scene interactions and switches to the full resolution one once the interaction ends. Medium enables high resolution cascading shadow maps with Medium filtering quality. High is similar to Medium but enables High filtering quality for the shadow maps, enabling soft shadows from the Sun Light
  • Soft Sun shadows implemented. Increasing the Sun Light Size Multiplier in V-Ray will now result in softer shadows in Vision as long as the High Shadow Quality option is selected
  • The Vision window is now ordered on top of all other windows (always on top). This is a temporary workaround that prevents a host-app hang caused by the previous window parenting approach

Rebranding

  • Updated installer logos and styling. Installer splash screen implemented
  • Asset Editor and Chaos Cloud toolbar icons updated
  • The About Window is redesigned completely and now matches the UI color theme selected in the Asset Editor Configuration
  • New Chaos Black color theme implemented. It uses the new Chaos brand colors and matches the Cosmos Browser appearance
  • V-Ray icon of the Vision application updated

Cosmos Integration

  • Chaos Cosmos added to the installer. The Cosmos service will be automatically started after the V-Ray installation
  • Downgrade of Cosmos is prevented in the installer. If a newer Cosmos version is already installed the V-Ray installer will simply skip the Cosmos installation step
  • Cosmos Browser window implemented. It presents a web interface for user account management, asset browsing and import
  • The Cosmos Browser window is automatically hidden when an asset is imported to allow for easier placement in the scene
  • Importing Cosmos assets in the scene automatically activates the SketchUp’s Component placement tool. Placing an asset will keep the tool active making it easier to place multiple asset instances around
  • Geometry Cosmos assets support added. Such assets are displayed and managed as blackboxes - the object and its materials are hidden in a single item listed in the Asset Editor. Merging the asset with the scene for editing is also an option
  • Merge function implemented for the geometry Cosmos assets. It converts the blackbox asset to a Proxy Mesh with associated materials that can be edited or changed completely. Note that exploding an asset will also remove the Medium geometry representation used in Vision and might affect scene load time and performance (only in Vision)
  • Cosmos asset scene replacement function implemented. Right-click on a source asset in the Asset Editor and select Use as Replacement. Right-click on the one to replace and choose Replace in Scene
  • Added support for light sources as part of Cosmos assets. The lights are by default part of the blackbox asset until it is merged. After that point the light sources become independent and editable
  • Simple light management implemented for Cosmos assets containing light sources. Intensity and Color multipliers are available for changing the contained lights’ appearance
  • Cosmos lights Light Mix support added. When the Group Instances Light Mix mode is used light changes can be transferred to the scene even for blackbox assets
  • Cosmos environment assets support added. The HDR environments are imported as global textures in the Asset Editor that can later be connected to a Dome light or directly to the scene environment
  • Cosmos asset file references are now resolved to the local Cosmos repository when opening a file. This allows users to share scenes without packing the Cosmos assets as they are available for download on both systems
  • Cosmos file references can now be packed (Pack Project). A prompt message appears when invoking it. Packing the assets ensures that textures and other external files referenced by Cosmos assets are collected and included in the archive. As a result, the project will be loaded and rendered correctly on other systems even if the same Cosmos assets are not downloaded there. Use this option when submitting projects to a 3rd-party render farm. Cosmos assets will still be available for download on the destination computer even if they are not included in the archive
  • Use Material Override feature implemented for geometry Cosmos assets. It allows them to be individually excluded from the global material override effect

V-Ray Frame Buffer (VFB)

  • Stamp layer implemented. It allows showing the render time information on top of the rendered image similar to the stamp in VFB1
  • The Display Correction, Lens Effects and Denoiser layer icons are updated to be more distinguishable from those of the correction layers
  • Integer, Cryptomatte and MultiMatte layer masks added. Each of the mask types require a specific render element to be present in the rendered image. Masking can be done for both Render Element and Correction layers in the Composite image editing mode. Multiple masks can be applied to a single layer
  • Shortcuts editor added to the VFB Settings panel. The default hotkeys can now be reconfigured to better match a specific user workflow or avoid conflicts with the host application

Material Library

  • The Material Library can now be downloaded by users that don’t have permissions to read from the Windows registry. The default library location is used in this case - `C:\%UserProfile%\Documents\V-Ray Material Library`

Other Improvements & Bug Fixes

Notifications

  • New V-Ray version notification is now displayed in the V-Ray Frame Buffer (VFB)
  • New V-Ray version notification is now available in the About Window

File Path Resolving

  • The file path resolution logic executed when opening a new file is updated. Files with duplicated names located in different folders are now resolved correctly
  • The file path resolver search depth is increased to five (5 subfolders)

Asset Editor

  • New Intel Open Image Denoise engine implemented. It can be selected from both the quick access menu in the Render rollout and the Denoiser rollout in the advanced settings panel. It is a new denoiser engine perfect for interactive rendering. It does not depend on a specific hardware - runs on any CPU (including AMD models). Can be used as an alternative to the NVIDIA AI denoiser. Make sure to set the Update Effects slider to Rapid for best interactive experience
  • Cosmos geometry asset type implemented. A preview image is loaded for each asset and a set of parameters that control the preview, material override and lights are exposed
  • Cosmos assets download implemented. It is detected if a Cosmos asset is missing in the database and a Download button is displayed in the Outliner
  • Scale parameter implemented for Proxy Meshes. Can be used for quick unit conversions in case the mesh was exported from an application or a project using different scene units
  • Normal Map texture implemented. This is a texture utilized by some Cosmos assets for Normal Map assignment. It can not be created from the UI. It may be created only when a Cosmos asset is merged
  • Explicit Normal bump mode implemented for the VRay Mtl material layer. It can not be selected from the UI but will appear if a Normal Map is used in Cosmos assets (after Merge)
  • Normal Map Flip texture implemented. It can not be created from the UI. Added to handle specific Cosmos materials
  • Self-illumination of the VRay Mtl implemented. It can not be controlled from the UI. Added to handle specific Cosmos materials
  • An issue preventing V-Ray from running on Apple machines with the new M1 CPUs is resolved
  • The Submit to Chaos Cloud icon is updated
  • Chaos Cosmos shortcut added to the Asset Editor Toolbar (in the VFB drop-down menu)
  • Adding a Translucency attribute to a material no longer prevents the Raytrace Properties from functioning correctly on GPU
  • Blend, Bump and Contour materials now work correctly with sub-materials which names start with an underscore (e.g. _Name)
  • An issue with the HDR rotation (Bitmap Spherical Rotate H) value of Light Gen textures is resolved
  • The V-Ray logo in the material library is updated
  • The GPU Memory Management option Resize is now set to Full-size textures by default. This is a temporary solution that avoids artifacts caused by the on-demand mip-mapping mode in specific situations
  • Renaming a material no longer causes index numbers (such as 001) from its name to be removed
  • The Camera Vignetting maximum value limit is removed. Higher than the previously allowed values might be useful in scenes with narrower field of view

Integration

  • The way backface texture placement (backface UV placement) is handled in V-Ray is improved. Proxies exported from 3ds Max or any other V-Ray integration will no longer render with their backface textures missing
  • The Hide Widgets option now hides Proxy Meshes only when their preview type is set to Bounding Box or Point (origin). The preview types Whole Mesh, Custom Preview and Proxy Preview are always visible in the SketchUp viewport
  • The Helper Textures is automatically enabled for newly-created Blend, Bump and Toon Override materials
  • The no license message is updated. More detailed information is available to help determine the cause of the issue
  • An issue preventing the import of vrscene (skp to vrscene importer) from functioning correctly in SketchUp 2021 is resolved
  • A number of issue preventing V-Ray from working correctly on Windows 8.1 are resolved

3rd Party Support

  • Proxies exported from 3ds Max or generated by 3rd party plugins will no longer present incorrect backface texture placement
  • A number of issues with Vispark proxies are resolved




Build 5.00.03


Official release, Hotfix 2

Date - Dec 15, 2020

V-Ray Vision

  • Vision is now supported on macOS
  • macOS: The Vision window is arranged on top of all other apps. Minimize it to temporarily hide it
  • Pen tablets can now be used for navigation in Vision
  • Vision can now be interacted with fully through a remote connection
  • An issue with loading 16-bit .tiff textures is resolved

Material Library

  • Custom location for assets library can now be specified. Set the path in the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’. SketchUp restart is required for the new location to be used. Releasing the V-Ray license can be used as an alternative
  • The initial assets update check can now be disabled using the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox. The setting remains disabled even between sessions until manually toggled or until V-Ray is reinstalled. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
  • A correct message now appears in case a lack of permissions is preventing the library from being downloaded or updated
  • A warning icon no longer appears on the left of the ‘Materials’ library entry when the library folder does not exist on disk
  • The default ‘Materials’ library is now automatically expanded to reveal its subfolders on initial load. The user-defined state persists between sessions from then on
  • A number of issues caused by non-Latin characters in the library path are resolved

Light Gen

  • The custom assets library location specified in ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’ is also used for Light Gen assets
  • Disabling the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox also affects Light Gen. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
  • A correct message now appears when a lack of permissions is preventing the HDR environments from being downloaded or updated

Light Mix

  • Light adjustments can now be applied to the lights in the project when the Group Instances Light Gen Mode is used. The ‘To Scene’ function automatically resets the VFB adjustments and a new render is required for the scene modifications to become apparent. Note that Environment and Self Illumination adjustments transfer will be implemented in the future

Other Improvements & Bug Fixes

Notifications

  • V-Ray Version Notifier implemented. It uses the native operating system notification system to give you information when a new V-Ray update is available
  • A way for disabling the update notifications is implemented. To do it disable the ‘Asset Editor / Advanced Settings / Configuration / Update Notifications’ checkbox

Migrations

  • V-Ray Next scenes saved with CUDA or RTX engine selected or the interactive rendering mode enabled are no longer loaded incorrectly in V-Ray 5

Asset Editor

  • The ‘Select Objects in Scene’ function can now be performed with multiple materials selected
  • ‘Data Window’ dropdown menu added to the exr output Image Options. It determines the way the VFB render region selection is handled when an output image is automatically saved
  • The lower limit of the Temperature slider in the Color Picker is changed to 900 to better reflect the starting point at which solid bodies begin emitting visible light
  • An issue preventing the Volumetric Environment settings to be reverted is resolved
  • The advanced camera Shutter Speed parameter value can no longer go below 0
  • An issue caused by quickly adding slots to the Multi-Sub texture is resolved
  • A speed optimization is done for the Material Preview Swatch in case Contour attributes are not used in the selected material
  • The Asset Editor no longer appears blank or empty when opening specific scenes

Integration

  • An issue preventing images from being saved when the output file path contains non-standard characters is resolved
  • Ruby compaction in SketchUp 2021 is now handled. This improves the overall software stability and reduces the chance for random crashes
  • A number of issues caused by OS user name containing non-Latin characters are resolved
  • Hidden objects are no longer exported in .vrscene files
  • Objects exported as Proxy Mesh (.vrmesh) files now contain back-face texture placement (UV) information. This ensures that the object will appear exactly the same way after being converted to proxies
  • A number of issues with the way multiple mesh and plane clippers are rendered are resolved
  • Opening a scene saved in V-Ray 2 no longer causes two Sun lights to appear in the Asset Editor
  • macOS: Reintroduced some standalone tools that were previously missing

V-Ray Core

  • Custom operating system display scale no longer causes the VFB to appear outside of the monitor bounds in some situations
  • Toggling the global material override during RTX interactive rendering no longer leads to a crash


Build 5.00.02


Official release, Hotfix 1

Date - Nov. 19, 2020

V-Ray Vision

  • Automatic mipmap generation implemented for all bitmap textures. It optimizes the rendering speed and removes moire effects when viewing detailed textures in a distance
  • Exceeding a specific light count limit no longer causes artifacts to appear on screen
  • All the default V-Ray material parameters are now set correctly in Vision on scene load
  • Resizing the Vision window (making it smaller) no longer restricts the hit area of the toolbar buttons
  • Scenes with spherical cameras are no longer displayed with extremely narrow field of view. Note that the spherical camera settings from V-Ray are ignored in Vision
  • Half-float precision is used when exporting images which reduces the memory consumption. This lowers the chances of Vision crashing when huge resolution images are exported
  • Mesh Lights can now be disabled during a live session
  • A number of issues with the Orbit Mode target are resolved
  • The procedural sky appearance is improved

Other Improvements & Bug Fixes

  • Full support for SketchUp 2021 implemented
  • Big .tx textures loaded in the SketchUp model are now automatically optimized by V-Ray to keep the file size small. The full pixel data is no longer stored as a texture buffer in the model. A lower resolution compressed representation is used instead. The original texture is only loaded during render time
  • An issue with the Individual Lights Light Mix mode is resolved. Instances no longer get grouped together
  • SketchUp no longer crashes when changes to a Tri-Planar texture Projection Space are introduced during Interactive rendering
  • An issue with the Swarm uninstaller is resolved
  • An internal optimization related to the Contour / Toon effect is introduced. It boosts render times when the global contours are disabled and there are no Contour attributes used in the scene materials
  • A default texture transformation and material scaling is used even when the Texture Placement type is set to Mapping Source and the source slot is empty
  • A number of issues related to the UVW Placement Randomization options are resolved. The Render ID, Node Name, Node Handle modes now work as expected
  • Light Gen no longer applies Dome light texture rotation values exceeding 360 degrees
  • Roughness values are no longer treated as Glossiness when there is a texture connected to the slot and the texture is disabled
  • Simple Mix textures not longer disappear when the project is saved and then reopened
  • The interactive render image sampling no longer stops way before it should which in some situations leaves the image noisy
  • Each new slot added to the Multi-Sub texture now presents a unique random color by default
  • The scene synchronization between SketchUp and the V-Ray Asset Editor is optimized. Scenes with many materials now load much faster
  • Non-latin characters in the OS Username no longer prevent the Material Library and the Light Gen assets from being downloaded
  • LightGen’s notification animations are updated

Build 5.00.01


Official release

Date - Oct. 9, 2020

V-Ray Vision

General

  • V-Ray Vision real-time viewer implemented. It works like a V-Ray Interactive Rendering session but uses a different engine (rasterizer) to visualize the V-Ray scene. Project changes will be immediately reflected in the Vision viewer. Note that there are still many unsupported V-Ray features and effects
  • Vision toolbar icon and menu entry added. It opens the Vision window and starts an interactive session. If the Vision window is already open the toolbar button just enables the live link

Geometry

  • Standard geometry support added. Only one UV set per object is currently supported
  • Geometry visibility state support added
  • Proxy Mesh geometry support added. Changing the Proxy Mesh file, transformation or material assignments during interactive rendering is also supported
  • Proxy Scenes (.vrscene references) support added
  • Automatic geometry optimization implemented. Small objects sharing a material are automatically merged in Vision to improve performance

Lights and Environment

  • Rectangle, Sphere, Omni, Spot, Sun and Direct lights support added. Note that only the natural Inverse Square light decay is used
  • Dome Light support added. Spherical texture placement is required
  • Multiple Dome lights handling implemented. Vision ignores disabled lights from the scene’s list and picks the first enabled one
  • Support for Dome lights without a texture added. The light color is used in this case
  • Partial Environment Override support added. A maximum of two separate environments can be visualized - one for Background and Refractions and another used for GI and Reflections
  • Partial Mesh Light support added
  • Partial Volumetric Environment support added

Materials and Textures

  • VRay Mtl support added. Note that not all V-Ray parameters have an effect
  • Bump and normal maps support added. The Bump material attribute or the built-in bump parameters can be used to enable the effect
  • Emissive material support added. Mapping the Transparency of the material is also supported
  • Material Translucency support added. This includes the Two Sided material as well as the Translucency material attributes
  • Multi Material support added
  • Basic Layered and Blend materials support added. Note that Multi Materials combined with material layering may produce incorrect results
  • Bitmap texture support added
  • Color Correction texture support added
  • Spline and Bezier Curve correction textures supported
  • Color and Temperature textures supported
  • Mix textures support added
  • Falloff and Fresnel textures supported
  • Global material override support added

Camera and Navigation

  • Standard and Orthographic (Parallel Projection) cameras support added
  • Support for Two-Point Perspective cameras added
  • Two navigation modes implemented in the Vision window. Orbit enables camera movement based on orbit, pan and zoom manipulations. In Fly mode the keyboard W, A, S, D, Q, E buttons are used for moving while mouse left click + drag can be used for looking around. The camera is automatically leveled (roll transformation is removed) once fly or orbit navigation is initiated in the Vision window

User Interface

  • Toolbar UI implemented in the Vision viewer
  • Live Link indicator added to the toolbar. It shows whether a live session is ongoing or not
  • Live Link parameters added. Camera and Sun synchronization can be disabled. Click on Vision’s Live Link button to manipulate the live link options state
  • Open button added to the toolbar. Opens an existing .vrscene file for viewing. The button is disabled while in a live session
  • Resolution Mode toggle added to the toolbar. Different modes change the image framing in the Vision window. When Fit in Window is selected the image matches the Vision window size and aspect. When Match Scene Aspect is selected the image matches the aspect ratio specified in the V-Ray render settings. The size of the image is still determined by the window size
  • Camera Navigation Mode toggle added to the toolbar. It switches between Orbit and Fly mode. The ‘Tab’ keyboard key can be used as well
  • Auto Exposure toggle added to the toolbar. Use it to quickly toggle the effect
  • Save button added to the toolbar. Use it to display the Image/Animation Export panel
  • Settings button added to the toolbar. It opens the Settings Panel where various Vision-specific options can be changed
  • Info button added to the toolbar. It shows the Info Panel where some useful keyboard shortcuts are listed
  • Color Correction button added to the toolbar. It opens a panel with various color correction settings
  • Exposure, Saturation, Contrast, Temperature and Tint color correction controls implemented
  • A way for saving, loading or resetting the color corrections implemented

Settings

  • Geometry level of detail implemented. Activating the Enable Proxy LOD option replaces the full proxy mesh with the proxy preview when the object is in a distance or occupies a small portion of the screen. Note that most proxy preview meshes don’t have material ID assignments and hence the first material in the list will be used for the whole preview
  • Shadow optimization implemented. Enable the Optimize Shadows option to use lower resolution shadows while moving the camera. Once the camera stops moving the high quality shadow will be displayed. This option only applies to Sun and other Direct lights
  • Auto Exposure implemented
  • Auto Exposure Compensation implemented
  • Fly Mode parameter implemented. Enables the fly navigation mode similar to the toolbar Navigation Mode toggle
  • Fly Speed and Mouse Sensitivity options added. Both affect only the Fly Navigation Mode
  • Fly navigation mode motion smoothing implemented. Increase the Smooth Movement Delay to explore or present the model in a more fluent manner
  • Automatic Image Based Lighting Sun option implemented. Automatically adds a directional light based on the brightest spot in an HDR environment image. The option has no effect if the project Sun is enabled. It is also not recommended when there is no single distinct bright spot in the image used for lighting

Animation

  • Camera animations can now be transferred to Vision. The animation can be played in real time or exported as a sequence of images. Set up a scene transition animation in SketchUp, enable the Animation toggle in the render settings and run Vision for a live preview

Image and Animation Export

  • Image and Animation export options panel implemented
  • File path and type controls implemented
  • Spherical panorama image export implemented
  • Image resolution control implemented. Use the Resolution Mode, Resolution slider and the Size Multiplier to change the size of the output images. Adjust the Size Multiplier value to render images bigger or smaller than the one shown on screen
  • Export function implemented. A still image or an animated sequence will be exported based on the Animation checkbox state. The Animation FPS value can be used for animation retiming

Other

  • Quick controls for modifying the Sun position and intensity implemented. Check the keyboard shortcuts in the Info Panel for more information
  • Quick camera exposure controls implemented. Check the keyboard shortcuts in the Info Panel for more information
  • Loading screen implemented. It is displayed when a scene is being transferred to Vision
  • A license error screen implemented. It is displayed when no V-Ray License is available
  • The Vision application is automatically closed after SketchUp closes
  • Multiple instances of SketchUp can now start and manage separate Vision viewers
  • Some of Vision’s preferences are stored between sessions
  • A logic for determining the initial Fly Speed on scene load based on the scene size is implemented
  • Shortcuts for manipulating the Fly Speed implemented. Use ‘Ctrl’ and ‘+’ to increase it and ‘Ctrl’ and ‘-’ to decrease it
  • HDR images bigger than 15K are automatically downscaled when loaded to avoid video memory issues

New V-Ray Frame Buffer (VFB)

  • The entire VFB is redesigned. The style and appearance of all UI elements is improved
  • Layer Compositor implemented. The right fly-off panel of the VFB now presents a full-featured layering system that can be used for image editing - without the need for a separate post-processing app
  • Image Source control implemented. Choose between RGB, Light Mix or Composite depending on your needs. The RGB mode enables color correcting the Beauty (RGB) image. The Light Mix source allows light intensities and colors to be modified after rendering. The Composite mode lets you access, comp and modify the individual render elements for a more advanced post-effects
  • The color correction system is updated. Color corrections can now be added, removed and reordered at will. Multiple instances of the same correction type are allowed
  • Blend Mode as well as Weight controls added to each correction layer
  • Color Channel Curve corrections implemented. Use the new Curves UI to remap the values in the individual R, G and B image channels
  • Filmic tonemap layer implemented. Use the preset curve profiles and their parameters to quickly achieve impressive results
  • Color correction layers can now be applied to individual render elements. For example, changing the saturation of the Diffuse element only is done by selecting it first and then creating a Hue Saturation layer from the menu. The arrow indicates that the correction is applied only to the item below
  • Render element layers can also be grouped and organized in folders
  • Save layer tree preset function implemented. Save layer configurations as part of a preset library. The library can then be referenced by the VFB for easier access
  • Advance VFB configuration implemented. Change visual as well as functional properties of the window and save them between sessions
  • The way the Denoiser and Lens Effects elements are presented is updated
  • Keyboard shortcuts implemented in VFB. Check the VFB Settings / Shortcuts section for more details
  • Four image comparison modes implemented as part of the History panel
  • Render regions can now be moved or resized after they’ve been drawn
  • The render buckets colors can now be changed in the VFB Settings window
  • The pixel info is now located in the footer section
  • The pixel info can sample more than one region and print information about the average value. Use the drop-down menu (1x1) to change the sample size
  • Stats tab added in the right fly-off panel. Useful information about the project complexity and size (memory allocation) from a V-Ray standpoint is interactively displayed there
  • Undo and Redo functions implemented
  • Render Interactive button added to the VFB. It behaves the same way as its toolbar and Asset Editor counterpart

Light Mix

  • Light Mix render element implemented. It extracts lights’ contribution and stores it in a separate element. Lights can also be grouped based on the mode in the element parameters. Use the Light Mix source mode in the VFB to change light intensities after or even during rendering
  • Individual Lights mode implemented - Each light instance is stored on a separate element/layer
  • Group Instances mode implemented - Light instances are grouped together
  • Layers mode implemented - Lights are grouped based on the SketchUp layer/tag they are associated with
  • Light IDs mode implemented - Lights are grouped by their V-Ray Object ID assignment. Right-click on a light in the viewport to assign ID

Light Gen

  • Light Gen (Generator) tool implemented. It automatically generates a big number of lighting variations for the currently active project. It can illuminate exteriors or interiors with natural light using the V-Ray Sun & Sky system or a Dome Light (named LIGHT_GEN_DOME) for an image-based lighting (IBL) setup. The resulting lighting scenarios are presented as thumbnails that can be interactively applied to the project.
  • Exterior Sun & Sky mode implemented - The scene will be lit with the V-Ray physical Sun & Sky system
  • Exterior HDR (IBL) mode implemented - The scene will be lit with a Dome light and one of the high quality HDR images that come prepackaged with the software
  • Interior Sun & Sky mode implemented - This mode is best used for illuminating closed spaces with openings letting some natural light in. A pre-pass stage picks the most notable light angles and then the scenarios are generated
  • Light Gen preset management implemented. Light Gen results can be saved and loaded with no need for re-generation. Use the results screen Save button to save a .lightset file and load it back at a later stage using the Load button in the generate screen. Note that the HDR images used by the tool might change in the future which will deprecate previously saved .lightset files
  • On-demand download for the HDR images implemented. All the images are downloaded the first time Light Gen is started. They are then stored locally (as part of the V-Ray Library) and reused in consecutive sessions. Note that custom V-Ray Material Library location specified in V-Ray for 3ds Max will also be used for storing the HDR images used by Light Gen in V-Ray for SketchUp
  • An HDR content set check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads
  • A notification system is implemented. Info and error notifications will pop up in case something goes wrong with loading Light Gen preset files (.lightset). If, for example, the HDR images used in a specific lightset are missing locally but are available on the Chaos servers a notification with a direct link to the download screen will appear
  • Generation can not be initiated while there is an ongoing render process or a Vision live session

V-Ray Sun & Sky

  • Improved Sky Model implemented. Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model
  • Custom sun orientation controls added. Use the new widgets to override the host apps sunlight angle. The custom sun orientation is also used by the Light Gen tool
  • Interactive preview for the custom Sun orientation implemented. Change the sun horizontal or vertical angle while receiving visual feedback in the light preview swatch

Contours

  • Global Contours control implemented. Apply contours (V-Ray Toon) to the entire scene with a single click
  • New Toon Material implemented. It exposes new controls and fixes some of the issues of the old V-Ray Next shader
  • New Contour material attribute implemented. Easily add contours to existing scene shaders without the need of material re-assignment
  • Inner Line Control added to the global Contours as well as to the material properties
  • The Compensate EV option of all contours is enabled by default

Materials

  • VRay Mtl Coat layer implemented. Add reflective coating directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using a Blend/Layered material
  • VRay Mtl Sheen layer implemented. Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options
  • VRay Mtl built-in Bump layer implemented. There is no longer need to add Bump attributes to a material - use the built-in parameter section instead
  • Glossy Fresnel is now enabled for all materials and no longer available in the UI
  • The Normal opacity mode option is removed. Stochastic is used for all materials that were using it which ensures faster render times in scenes with many opacity-mapped objects
  • Metalness and Use Roughness options added to the VRay Mtl parameters. Use them with textures prepared for a Metalness and Roughness workflow
  • PBR material layer removed. The PBR and regular VRay Mtl functionality is combined and the two separate shaders are no longer needed
  • Highlight Glossiness parameter removed. This simplifies the material control and increases realism
  • An indicator highlighting which rollout options affect the final shader is added to the VRay Mtl layer. Rollout carets become blue in case the parameters inside contribute to the look of the material

Textures

  • Multi-sub texture randomization options implemented. Select one of the Random modes (Get ID from) and change the Hue, Saturation and Gamma values to achieve variation. Note that a single slot and one texture can be used together with the randomization parameters regardless of the number of scene IDs
  • Dirt texture Streaks implemented. Easily achieve weathered streaks and dirt in crevices with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion
  • External Mapping Source support added for all textures. Use it to easily instance Texture Placement parameters between unique textures
  • UV Randomization implemented. Select a custom Texture Placement source for any texture and connect the new UVW Placement map. There is a randomization section to help you achieve procedural variations
  • Stochastic Texture Tiling implemented as part of the UVW Randomizer. Automatically remove texture tiling artifacts with the new Stochastic tiling option on the UVW Placement
  • Added support for .tx file format for Bitmap textures

Material Library

  • The built-in material library is updated in various ways to take advantage of all new functionality in V-Ray 5
  • All the materials in the library now use GGX brdf type. The Glossiness as well as the GGX Tail Falloff values are adjusted accordingly
  • Materials previously using the Bump attribute now use the built-in Bump
  • Materials previously using Reflection Coat layer now use the built-in Coat
  • Fabric materials previously using Diffuse Coat layer now use the built-in Sheen
  • Textures that require identical texture placement in the scope of the material now use a single instanced UVW Placement map
  • The randomization feature of the UVWPlacement is utilized where appropriate to avoid visible texture repetition patterns
  • The resolution of all library textures is increased up to 4K
  • The library is now downloaded on demand. With the increased texture resolution it is no longer practical to have it as part of the installer
  • The library assets/textures are now shared with V-Ray for 3ds Max. If the maps have been downloaded by 3ds Max already they will be reused by V-Ray for SketchUp and vice versa. If a custom library location has been specified by V-Ray for 3ds max, V-Ray for SketchUp will also use it
  • A library content check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads

Asset Preview

  • GPU (CUDA) Asset Preview mode implemented. Select GPU from the menu to activate it. It shows a more accurate preview in case V-Ray GPU is used for the final project rendering
  • The engine selection (CPU / GPU) for the Asset Preview Swatch is now preserved between sessions
  • GPU Preview Devices option added to the Configuration settings. Use either the global GPU Devices configuration or just the CPU in CUDA mode. The second option is preferable when all the GPU computational resources are required for rendering
  • Custom texture preview scene selection implemented. Choose between 2D, 3D, Environment, Falloff and Dirt scenes depending on the situation. If, for example, an environment texture is being color corrected, the Environment scene can be selected for the Color Correction map for a more accurate preview
  • Each asset preview render is temporarily stored for the active session. This temporary preview will be saved out with the asset without the need of re rendering

Updated Displacement Workflow

  • New Displacement object modifier implemented. Select a Group or Component in the scene and apply Displacement using the V-Ray toolbar button. This new workflow is clearer and much closer to the V-Ray Core displacement handling
  • The Displacement material attribute is now deprecated. It will be removed in the future. It is recommended to use the object modifier instead

V-Ray GPU

  • 2D Displacement is now supported
  • Cellular textures are now supported
  • Wrapper material’s ‘Environment Projection’ matte mode is now supported
  • Out of Core memory management implemented in an experimental state. It enables evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the renderer has run out of memory. This option is available only for CUDA and is not yet supported for RTX
  • Textures slotted in a Tiles texture now render correctly on GPU
  • V-Ray Infinite Plane mapping is no longer rendered incorrectly on GPU. The SketchUp texture size is now respected

New Architecture

  • The way SketchUp scenes are exported to V-Ray is rebuilt from the ground up. This results in faster scene export times and overall reliability
  • A new scene management system is now in place to ensure stability. It also makes finding and solving technical issues much easier and safer

Other Improvements & Bug Fixes

  • Chaos License Server updated to v5.5.1
  • 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
  • The top level material assignment now determines the size of all child materials. Blend material children, for example assume the size of the Blend itself. This clears confusion when it comes to scaling textures that are part of a complex shading network
  • Back-face material handling is improved
  • Dome lights created in the Asset Editor are now automatically instantiated in the scene
  • Blue Noise sampling implemented. When enabled, reorders the DMC samples in screen space to produce a more pleasing result from low sample counts
  • V-Ray Scene export window implemented. It exposes some useful options when exporting the project. The file reference paths can now be stripped (made relative). HEX compression can be disabled for both transformation and mesh parameters
  • The visual style of the V-Ray installer is updated
  • Contours render element implemented. It stores a mask for both the global and material based contours in a separate render element. Note that the contour color and exposure compensation are ignored
  • Creating a Gradient texture no longer crashes the Asset Editor
  • A number of issues preventing materials with special characters in their names from being loaded (from vrmats) are resolved
  • Applying Fur, Mesh Light or Clipper modifiers to the same object more than once is no longer allowed allowed
  • Closing SketchUp no longer causes Ruby console errors to be printed
  • A number of issues with SketchUp’s texture colorization are resolved
  • Skatter library proxies are no longer deleted after import
  • The Shape and Diameter parameters of IES lights now correctly update during Interactive Rendering
  • A File Path Editor shortcut is added to the Asset Editor’s toolbar
  • The number of interactive rendering updates when dragging the handle of a Curve Correction texture is reduced
  • The animation settings toggle is no longer grayed out while in interactive rendering mode. This allows animations to be viewed in Vision without switching to production rendering mode
  • MacOS: The window ordering of the VFB is improved. The window no longer syncs behind the main SketchUp window and is now correctly parented to the active model
  • MacOS: An issue causing specific scenes to crash on V-Ray activation is resolve
  • MacOS: A number of issues with the Viewport Rendering overlay are resolved
  • MacOS : Uninstalling V-Ray no longer ends with an error (firewall related)
  • MacOS: The V-Ray installer is now notarized

V-Ray Ruby API

  • The V-Ray Ruby API is redesigned and extended. It streamlines 3rd party extensions development and ensures long term support for scripts using it
  • Documentation for the new API added to the installation folder. Find it in the V-Ray for SketchUp extension menu: Extensions / V-Ray / Help / API Documentation