V-Ray 1.5 Technology preview
Here are some of the recent developments for V-Ray 1.5 for 3ds Max, expected this fall. Some of these features were shown at SIGGRAPH. Thanks to Vlado for sending us this preview!
Motion blur for Particle Flow systems
Image-based lighting (IBL)
Improved rQMC sampling
Improved photon mapping
Sun and sky system
Dirt shader and ambient occlusion
Fast SSS approximation
Physically based camera
Motion blur for PFlow systems
V-Ray now supports motion blur for PFlow systems. The particle
motion blur takes into account both particle translation and spin. Together
with support for multi-segmented motion blur, this allows the rendering
of complex particle motions.
- Motion blur for both particle translation and spin;
- Multi-segmented motion blur for complex non-linear particle movements.
Image-based lighting (IBL)
The V-Ray dome light has been extended to support arbitrary texture
maps that determine the amount of light coming from each direction on
the virtual dome hemisphere. V-Ray then uses importance sampling to
trace more rays in the directions where most of the light is coming
from. This ensures speed and quality that were never before possible
with pure gathering GI methods.
- Easy setup for image-based lighting (IBL);
- Importance sampling of the dome texture for fast and clean results;
- Support for photon mapping for fast and accurate caustic effects.
Improved randomized quasi-Monte Carlo (rQMC) sampling
The randomized quasi-Monte Carlo sampler used by V-Ray has been reworked
to support true randomization based on Owen digit scrambling. This leads
to reduced noise in certain situations involving multiple "blurry"
effects.
- Based on Owen digit scrambling (implementations in previous V-Ray versions used rQMC sampling based on the HaltonRR2 sequence).
- Reduces noise when combining multiple "blurry" effects (e.g. AA, DOF, motion blur, GI).
 Previous rQMC sampler
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 Previous rQMC sampler |
 New rQMC sampler |
 New rQMC sampler |
Improved photon mapping
While the Light cache remains without doubt the most useable GI method
as a secondary (and sometimes primary) GI engine, certain lighting situations
- particularly those involving caustic effects - are easier to calculate
with photon mapping. This is why we have worked on improving the photon
mapping engine. One major step in this direction is the reduction of
the darkening effect around corners which is so characterstic for the
photon mapping method.
- Reduction of "dark corners" artifacts.
 The photon map was used both as a primary and secondary GI engine in this image. Practically all of the light is coming from caustics. |
Sun and sky system
The sun and sky system is a combination of an environment texure map
(VRaySky) and a special light type (VRaySun). Both of them work together
for creating a procedural environment that can be used for quick and
reallistic lighting setup of daylight scenes.
- Quick setup of exterior daylight scenes;
- Sun can be placed anywhere in the scene;
- Blurry shadows for the sun light;
- Sky environment map and sun color are analytically computed based on the sun position.
Dirt shader and ambient occlusion
VRayDirt is a procedural texture that allows the blending of any two
colors or textures based on surface occlusion. It has many uses, from
simulating worn and weathered look of materials, to a quick-and-dirty
replacement for global illumination when speed is a priority over physical
correctness.
- Can be used for an ambient occlusion pass;
- Can be used to blend between any two texture maps.
Fast SSS approximation shader
The fast SSS texture map is specifically created for quick and easy
rendering of translucent objects like characters' skin or different
plastic material. Since no interpolation is used, there are no flickering
problems in animation, while render times remain reasonable.
- Useful for skin and plastic materials.
- Flicker-free since no interpolation is used.
Physically-based camera
The new physically-based camera is a completely new camera type inside
3dsmax. It simulates the internal workings of a real-world camera, complete
with a film plate, aperture and lens system. This allows the simulation
of many phenomena not possible with standard camera types (e.g. accurate
DOF effects and image distortions).
- Accurate simulation of the refractive lens system of real-world cameras.
- Real-world parameters (focal length, f-stop etc).
- Non-linear DOF effects (e.g. different blur in the image center and edges).
- Accurate image distortions (e.g. fish-eye effects).

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