Two new VR Camera types to render stereo cube maps and spherical stereo images for VR headsets such as Oculus Rift and Samsung Gear VR.
Simplified User Interface
V-Ray 3.6 introduces a simplified User Interface and includes 3 modes: Basic, Advanced, and Expert. Modes can be toggled at any time to reveal additional controls. The default, Basic mode is designed to meet the needs of most artists’ daily production work.
New Skin Shader
A dedicated, intuitive Skin shader with layered specular highlights will make it easier than ever for artists to create complex, layered skin.
Increases the speed of scenes with a high number of lights. Probabilistic Light Sampling reduces the number of lights evaluated at render time.
The new Progressive Production Renderer is built on the same path tracing technology as V-Ray RT and it is a simple, intuitive solution for any scene. The Progressive Renderer is compatible with all V-Ray production features, including Irradiance, Light Cache, SSS, Render Elements, etc.
Faster Ray Tracing>
V-Ray 3.6 introduces a significantly optimized ray tracing core to speed up calculations for Brute Force GI, Progressive Path Tracing, Reflections, Refractions, and more. Depending on scene complexity, users are reporting speed increases up to 5X.
Quick Settings provide artists with production-ready presets and simple rendering quality controls all within a single compact interface.
Advanced V-Ray Frame Buffer
Consistent color output is essential to artists’ workflows. V-Ray 3.6 has been expanded to utilize a variety of color definitions including LUTs (.cube), ICC Profiles (.icc), and OpenColorIO (.ocio). By default V-Ray 3.6 is set up for linear workflow, making it easier to ensure reliable, accurate colors.
Render Mask uses an object selection, include/ exclude list, or texture map to control the exact pixels to be rendered.
V-Ray 3.6 introduces faster hair rendering speeds (up to 15x) and view-dependent tessellation that automatically smoothes hair curves.
Ray Traced SSS
Improved Subsurface Scattering is offered, including options for object-based and ray traced illumination.
Max Ray Intensity
Max Ray Intensity clamps secondary rays to remove noise generated by very bright sources. This removes artifacts while retaining dynamic range.
VRmats (formerly Vismats) are universal V-Ray Shaders for use across multiple applications. For example a VRmat material may be created in V-Ray for 3ds Max and transferred directly to V-Ray for Maya.
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