{"id":971,"date":"2023-12-22T12:06:00","date_gmt":"2023-12-22T10:06:00","guid":{"rendered":"https:\/\/shiftlearningcenter.com\/shop\/spieth-in-danger-of-missing-cut-2\/"},"modified":"2024-04-22T12:29:40","modified_gmt":"2024-04-22T10:29:40","slug":"v-ray-6-10-02-for-3ds-max-download","status":"publish","type":"post","link":"https:\/\/shiftlearningcenter.com\/shop\/v-ray-6-10-02-for-3ds-max-download\/","title":{"rendered":"Chaos V-Ray 6.20.02 for 3ds Max 2023"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">V-Ray 6.2 for 3ds Max Update 2 released<\/p>\n\n\n\n<div class=\"wp-block-group\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n<div class=\"woocommerce-product-details__short-description\">\n<div class=\"entry\">\n<p>The world\u2019s most complete 3D rendering software for high-end visualization and production. V-Ray\u00ae for 3ds Max is a production-proven rendering software. Known for its versatility and ability to handle any type of project \u2014 from massive, dynamic scenes having thousands of lights to a sublime still life \u2014 it is the go-to solution for artists and designers across 3D industries.<\/p>\n<p><em>V<\/em>\u2013<em>Ray<\/em>\u00a06 for\u00a0<em>3ds Max<\/em>\u00a0brings in scattering, memory-efficient 3D geometry pattern tiling across objects, procedural clouds, cloud collaboration, and much more.<\/p>\n<\/div>\n<\/div>\n<p><!--more--><\/p>\n<h3>V-Ray for 3ds Max Overview<\/h3>\n<p>92 of the top 100 architecture firms in the world look to V-Ray to visualize their designs for the tallest buildings, most sustainable homes, and most innovative cities. It means having 3DS Max without V-Ray is like having a car without wheels.<\/p>\n<p>V-Ray comes with all the lighting, shading, and rendering tools you need to create professional, photoreal imagery and animation. Work the way you want \u2013 without interruption. V-Ray\u2019s seamless 3ds Max integration keeps your workflow fluid and smooth.<\/p>\n<p>Work the way you want \u2013 without interruption. V-Ray\u2019s seamless 3ds Max integration keeps your workflow fluid and smooth. V-Ray puts you in the driver\u2019s seat. You\u2019re in control. With V-Ray\u2019s versatile features, you can choose the best approach for your scene.<\/p>\n<h2 id=\"VRay6-Build6.20.02\"><strong>Build 6.20.02<\/strong><\/h2>\n<p><span id=\"VRay6-6.2.2\" class=\"confluence-anchor-link conf-macro output-inline\" data-hasbody=\"false\" data-macro-name=\"anchor\"><\/span><em>Official release, Update 2<\/em><\/p>\n<p><strong>Date\u00a0<\/strong>\u2013 December 20, 2023<\/p>\n<h3 id=\"VRay6-ModifiedFeatures.1\">Modified Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Register V-Ray Lister in the V-Ray application menu<\/li>\n<li>Add MaxScript function to show the V-Ray Lister (vrayShowLister())<\/li>\n<\/ul>\n<h3 id=\"VRay6-Bugfixes\">Bug fixes<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Square Artifacts with adaptive lights after updating to 6.20.00 in specific scenes<\/li>\n<li>Artifacts with Subsurface Scattering and Adaptive Lights in specific scenes<\/li>\n<li>Multiple V-Ray properties items occur in the quad menu when using 3ds Max in languages other than English<\/li>\n<li>V-Ray for 3ds Max Japanese localization &#8211; issues in the file filter when picking .IES files in V-Ray IES lights<\/li>\n<\/ul>\n<p><strong>V-Ray and Vantage<\/strong><\/p>\n<ul>\n<li>Crash with animated ForestPro objects in 3dsMax live link<\/li>\n<\/ul>\n<p><strong>Chaos Scatter<\/strong><\/p>\n<ul>\n<li>Fixed edge trimming for instances of hierarchical\/group models (For now edge trimming requires that objects have sub elements)<\/li>\n<li>Fixed problem with high CPU load and slow viewport update on isolate selection<\/li>\n<li>Import scatter preset dialog title correction<\/li>\n<\/ul>\n<h2 id=\"VRay6-Build6.20.006.2.0\"><strong>Build 6.20.00<\/strong>\u00a0<span id=\"VRay6-6.2.0\" class=\"confluence-anchor-link conf-macro output-inline\" data-hasbody=\"false\" data-macro-name=\"anchor\"><\/span><\/h2>\n<p><em>Official release, Update 2<\/em><\/p>\n<p><strong>Date\u00a0<\/strong>\u2013 November 29, 2023<\/p>\n<h3 id=\"VRay6-NewFeatures.1\">New Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Enscape .vrscene importer (Beta)<\/li>\n<li>One-click submit to Chaos Cloud<\/li>\n<li>Integrate Chaos Scatter 4 in the V-Ray installer<\/li>\n<li>Render to texture support for denoising<\/li>\n<li>USD &#8211; Support for latest MaxUSD<\/li>\n<li>USD &#8211; Implement a workflow for material override<\/li>\n<li>Implement Shadow Select Render Elements<\/li>\n<li>Import IES-type lights from Cosmos<\/li>\n<li>Introduce adaptivity clamp in order to avoid high sampling in overexposed regions of the image<\/li>\n<\/ul>\n<p><strong>VRayLight, V-Ray Toolbar<\/strong><\/p>\n<ul>\n<li>New V-Ray lister<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayVRmatMtl<\/strong><\/p>\n<ul>\n<li>Native rendering of MaterialX Material types from MaxUSD<\/li>\n<\/ul>\n<p><strong>V-Ray, MultiMatteElement, VRayScene<\/strong><\/p>\n<ul>\n<li>Multimatte Include\/Exclude list support for USDStage<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayEnvironmentFog<\/strong><\/p>\n<ul>\n<li>Add &#8220;phase function&#8221; functionality to VRayEnvironmentFog<\/li>\n<\/ul>\n<p><strong>VRayLight<\/strong><\/p>\n<ul>\n<li>Add Directional strength parameter for blending diffuse and directional distribution for VRayLight<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>VRayEnmesh GPU support<\/li>\n<li>V-Ray GPU bitmaps caching when rendering animations<\/li>\n<li>Multiply by opacity for VRayLightMtl in V-Ray GPU<\/li>\n<li>Support for 3Ds Max Standard light projection map on GPU<\/li>\n<li>Add support for MultiMatte Render Element on V-Ray GPU grid volume shader<\/li>\n<li>Add support for VRayCryptomatte Render Element on V-Ray GPU grid volume shader<\/li>\n<\/ul>\n<p><strong>VFB<\/strong><\/p>\n<ul>\n<li>Post chromatic aberration in the VFB<\/li>\n<li>Add Color to the &#8220;Background&#8221; layer in VFB<\/li>\n<\/ul>\n<p><strong>VRayOSL<\/strong><\/p>\n<ul>\n<li>Color management support in OSL<\/li>\n<\/ul>\n<p><strong>VRaySamplerInfoTex<\/strong><\/p>\n<ul>\n<li>Additional info options in VRaySamplerInfoTex<\/li>\n<\/ul>\n<p><strong>V-Ray, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Add support for &#8220;Color From Particle Channel&#8221;\/&#8221;Color From RGB Channel&#8221; from Phoenix Particle Shader on V-Ray GPU<\/li>\n<\/ul>\n<p><strong>VRayVolumeGrid<\/strong><\/p>\n<ul>\n<li>Add a right-click popup menu with a &#8220;Clear&#8221; action that would unlink connected objects from Node selector buttons in 3ds Max<\/li>\n<li>Optimize the rendering of many instanced V-Ray Volume Grids with V-Ray Standalone CPU<\/li>\n<li>Option to expose the streamline preview as native 3ds Max splines<\/li>\n<\/ul>\n<p><strong>vdenoise.exe<\/strong><\/p>\n<ul>\n<li>Add the upscale option to the standalone denoiser tool<\/li>\n<\/ul>\n<h3 id=\"VRay6-ModifiedFeatures.2\">Modified Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Improve ForestPack export for a lot of instances\u200b<\/li>\n<li>Optimize ForestPack edge trimming export<\/li>\n<li>Improve .vrscene export of hidden geometry<\/li>\n<li>Improve geometry compiling for subdivision surface objects on high core count machines<\/li>\n<li>Download the missing asset revision used in the project (Cosmos)<\/li>\n<li>USD &#8211; 3ds Max should export assets paths with a forward slash<\/li>\n<li>Rendering deep images in progressive mode should save a non-deep image regardless<\/li>\n<li>Improvements for the V-Ray menu Set default MAX V-Ray UI setting<\/li>\n<li>Change the Render Setup&#8217;s UI modes labels from &#8220;Default&#8221; to &#8220;Basic&#8221;<\/li>\n<li>Reveal all the options for the camera types in the Camera rollout<\/li>\n<li>Move VRayProxy&#8217;s Object hierarchy to a separate dialog<\/li>\n<li>Add a label when there are no cameras in the scene and using the flyout render button in the VFB<\/li>\n<li>Scripting access to Override Material Settings<\/li>\n<li>V-Ray for 3ds Max Japanese localization<\/li>\n<\/ul>\n<p><strong>V-Ray, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Add separate control for IPR Ray Bundle Size in GPU UI<\/li>\n<li>Implement edge trimming into the core for V-Ray Standalone and V-Ray GPU<\/li>\n<li>Export Color Correction settings from Forest Pro Material rollout<\/li>\n<li>Abort on missing OCIO display corrections<\/li>\n<li>VRayUVWRandomizer Flip UVs option<\/li>\n<li>Support for rendering Particle colors based on different channels<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Improved bump mapping for small objects<\/li>\n<li>Volumetric scattering with anisotropic phase function<\/li>\n<\/ul>\n<p><strong>VFB<\/strong><\/p>\n<ul>\n<li>Allow creation of folders in the main layer stack in VFB<\/li>\n<li>Add the ability to select and move multiple layers into a folder in VFB<\/li>\n<li>Add a link in the VFB History panel for enabling it when off<\/li>\n<li>Copy the current state to the clipboard when a mask&#8217; preview is visible as well in VFB<\/li>\n<li>Remove the ability to change the visibility of a layer by clicking the middle mouse, right-click in VFB<\/li>\n<li>Remove the middle mouse and right click as an option to select or deselect objects from a mask in VFB<\/li>\n<li>Option for adding the image alpha when copying to clipboard<\/li>\n<\/ul>\n<p><strong>VRayClipper<\/strong><\/p>\n<ul>\n<li>Pick mesh button in VRayClipper should be disabled while creating the clipper<\/li>\n<\/ul>\n<p><strong>VRayDecal<\/strong><\/p>\n<ul>\n<li>Width takes values greater than the ones that Bend could handle in VRayDecal<\/li>\n<li>Divide the UI of VRayDecal in groups, and add a lock aspect ratio button.<\/li>\n<\/ul>\n<p><strong>VRayIES<\/strong><\/p>\n<ul>\n<li>Rearrange VRayIES UI<\/li>\n<li>Align VRayIES light&#8217;s default shadow bias value to other V-Ray Lights<\/li>\n<\/ul>\n<p><strong>VRayLight<\/strong><\/p>\n<ul>\n<li>Grey out Target distance when Mesh mode is chosen in VRayLight<\/li>\n<li>Grey out Targeted parameter when Spherical light is chosen inside VRayLight<\/li>\n<li>Draw a viewport preview for Finite Dome light&#8217;s radius value<\/li>\n<li>Flip the direction of the VRayLight when Alt key is pressed<\/li>\n<li>Make &#8220;Texmap preview&#8221; in VRayLight active and able to preview a texture in the viewport<\/li>\n<li>Add a viewport indicator for VRayLights<\/li>\n<\/ul>\n<p><strong>VRayMtl<\/strong><\/p>\n<ul>\n<li>Gray out IOR controls for metals<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex<\/strong><\/p>\n<ul>\n<li>VRayMultiSubTex to support randomizing by Tile (BerconTile)<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex, VRaySamplerInfoTex<\/strong><\/p>\n<ul>\n<li>Add a new mode in VRayMultiSubTex for ID generator textures<\/li>\n<\/ul>\n<p><strong>VRayPhysicalCamera<\/strong><\/p>\n<ul>\n<li>Add Type label in VRayPhysicalCamera settings<\/li>\n<\/ul>\n<p><strong>VRayPluginNode<\/strong><\/p>\n<ul>\n<li>New UI on VRayNoiseTex<\/li>\n<\/ul>\n<p><strong>VRayVolumeGrid<\/strong><\/p>\n<ul>\n<li>In 3ds max, all generated splines from the streamlines preview should have their viewport visibility and render visibility enabled<\/li>\n<li>Control for automatically setting the Cache Origin and Timeline Origin to the beginning of the loaded sequence<\/li>\n<li>Move all the on\/off switches for the different preview types to the top of the Preview rollout<\/li>\n<\/ul>\n<p><strong>vdenoise.exe, filter_generator.exe, lens_analyzer.exe, ply2vrmesh.exe, vrimg2exr.exe, imapviewer.exe, img2tiledexr.exe, vrmesh_viewer.exe<\/strong><\/p>\n<ul>\n<li>New icons for the tools shipped with V-Ray<\/li>\n<\/ul>\n<h3 id=\"VRay6-BugFixes.1\">Bug Fixes<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Exception in V-Ray GPU when rendering VRayLight with texture and Spot Light with Projector map<\/li>\n<li>IPR crashes with standard material nested in override material for USDStage<\/li>\n<li>Wrong VRayLight intensity when exported to USD and then rendered<\/li>\n<li>xRef with VRayProxy viewport preview does not load correctly when switching xRef files in stable and nightly builds<\/li>\n<li>Wrong export of transform list params in plain text<\/li>\n<li>USD &#8211; Crash when rendering USD file containing VRayLight when imported in a scene with a matte object<\/li>\n<li>Animated mesh normals are not used and instead computed and rendered as smooth normals<\/li>\n<li>Converting .vrimgs to multipart .exrs via the vrimg2exr tool makes some denoiser elements unrecognizable by vdenoiser.exe<\/li>\n<li>A scene with VRayDecal, Switch material and user-defined properties takes too much time to unload after a render is stopped<\/li>\n<li>USD Material Interface handling in V-Ray for 3ds Max<\/li>\n<li>Slowdown when rendering VRayHairNextMtl with opacity in comparison to V-Ray 5.1<\/li>\n<li>USD &#8211; Changes in UsdStage session layer are not rendered<\/li>\n<li>Incorrect minimum value for geometry samples in QT UI Render setup Camera rollup<\/li>\n<li>Some LPE presets for render elements are incomplete<\/li>\n<li>Add support for animated crop parameters of Bitmap\/VRayBitmap when exporting to a vrscene file<\/li>\n<li>Incorrect rendered output of RE due to conflict between NVIDIA AI Denoiser with enabled Upscale and change in resolution during submission to the cloud<\/li>\n<li>V-Ray \/ V-Ray GPU result discrepancies when exporting animated objects and motion blur enabled<\/li>\n<li>Assets of type &#8220;material&#8221; import with multiple VRayUVWRandomizer nodes<\/li>\n<li>VRayNormal nodes are always imported with &#8220;Flip green&#8221; turned on<\/li>\n<li>Crash when editing VRayBitmap filename with frameNum tag<\/li>\n<li>V-Ray GPU crashes with Render Mask with empty Include list<\/li>\n<li>Black viewport display of large textures with VRayBitmap<\/li>\n<li>3ds Max crash with X-ref scene and LiveLink<\/li>\n<li>Crash in V-Ray Standalone when rendering Forest Color using empty VRayBitmap as default map<\/li>\n<li>Motion blur geometry samples override per object is not exported when the animated mesh remains on the same position<\/li>\n<li>VFB Real Zoom doesn&#8217;t update correctly in GPU IPR with V-Ray Cameras with enabled Resolution override<\/li>\n<li>Crash when rendering TyCache (TyFlow) with Edit mesh modifier only in animation<\/li>\n<li>Mis-loading of frame-numbered ABC sequences<\/li>\n<li>3ds Max crashes with imported USD file and running IPR<\/li>\n<li>\n<p>Overrides are not working when enabling Use alembic offset in VRayProxy with Include visibility lists<\/p>\n<\/li>\n<li>\n<p>Visibility override is not working for VRayProxy with visibility lists after making it unique<\/p>\n<\/li>\n<li>\n<p>Chaos Scatter&#8217;s Edge trimming does not render correctly in V-Ray GPU when we have multiple Multi\/Sub-Object materials applied to the instanced objects<\/p>\n<\/li>\n<li>\n<p>Chaos Scatter&#8217;s Edge trimming renders incorrectly in V-Ray GPU on instanced objects with Multi\/Sub-Object when Override mtl is used<\/p>\n<\/li>\n<li>\n<p>The top level materials imported along with geometry assets get non-unique names<\/p>\n<\/li>\n<li>\n<p>Scatter-instanced\u00a0<span class=\"inline-comment-marker\" data-ref=\"96bd177b-9b59-46a1-8e26-56f5b6832f1d\">models&#8217; materials<\/span>\u00a0might get exported incorrectly on duplicated names<\/p>\n<\/li>\n<li>\n<p>Discrepancies with Standalone when using a material with VRayBitmap with no tiling, Alpha source set to None and a custom UVW map<\/p>\n<\/li>\n<li>\n<p>Error with the V-Ray Proxy exporter when object name contains slash symbol<\/p>\n<\/li>\n<li>\n<p>Inconsistent rendering of Scatter during GPU IPR session with delete\/undo<\/p>\n<\/li>\n<li>\n<p>Rare crash while obtaining a license<\/p>\n<\/li>\n<li>\n<p>Wrong symbols in VFB compare settings when Chinese UI is used<\/p>\n<\/li>\n<li>\n<p>Viewport GPU IPR renders black when started from a camera viewport with enabled Resolution Override<\/p>\n<\/li>\n<li>\n<p>Typo in Submit to Chaos Cloud rendering window UI<\/p>\n<\/li>\n<li>\n<p>Crash when switching between VRayPointCloudColor maps in Compact ME<\/p>\n<\/li>\n<li>\n<p>Huge slowdown with alembic with complex hierarchy loaded in VRayProxy<\/p>\n<\/li>\n<li>\n<p>Override mtl include option is not transferred when switching between V-Ray\/V-Ray GPU<\/p>\n<\/li>\n<li>\n<p>Deep output: certain channels should be always 32-bit<\/p>\n<\/li>\n<li>\n<p>Some of the settings in Translucency are not grayed out when Volumetric is used in combination with Thin-walled in VRayMtl<\/p>\n<\/li>\n<li>\n<p>Cloud Preview resolution is not respected when VRayPhysicalCamera&#8217;s Resolution override is used<\/p>\n<\/li>\n<li>\n<p>USD &#8211; Crash when exporting to USD as animation range VRayProxy with nondefault Scale value<\/p>\n<\/li>\n<li>\n<p>Explicit normals are changed to Unspecified for modified Proxy nodes<\/p>\n<\/li>\n<li>\n<p>Motion Blur does not affect VRayTriplanarTex when applied to VRayProxy<\/p>\n<\/li>\n<li>\n<p>Camera creation for ortho views needs a default target distance value<\/p>\n<\/li>\n<li>\n<p>Command panel gets resized when VRayProxy object is selected<\/p>\n<\/li>\n<li>\n<p>V-Ray GPU crash when rendering TyFlow cache with motion blur with a specific scene<\/p>\n<\/li>\n<li>\n<p>Endless compiling geometry step to displaced alembic in V-Ray Standalone<\/p>\n<\/li>\n<li>\n<p>Vraylog overwhelmed with: Object () may require 2-sided lighting: material () is potentially translucent<\/p>\n<\/li>\n<li>\n<p>Wrong mapping at UV seam with Normal maps in 3ds Max<\/p>\n<\/li>\n<li>\n<p>Animated rotation of HDRI rendered with Backburner\/Deadline and V-Ray GPU differs on each machine<\/p>\n<\/li>\n<li>\n<p>VRayUVWRandomizer&#8217;s Coordinates Rollout UI not responding to animated parameters<\/p>\n<\/li>\n<li>\n<p>Isolate Locked Selected does not lock onto nodes in the Material Editor<\/p>\n<\/li>\n<li>\n<p>V-Ray Ambient light is not illuminating when exported<\/p>\n<\/li>\n<li>\n<p>Material color swatch is not rendered outside of VRayHDRI placement when the map Opacity is set to None<\/p>\n<\/li>\n<li>\n<p>No extension on vrmesh files if deleted when choosing a file name<\/p>\n<\/li>\n<li>\n<p>Slow progress printing due to unconditional console code page changes<\/p>\n<\/li>\n<li>\n<p>BitmapBuffer reported black as an invalid color<\/p>\n<\/li>\n<li>\n<p>Saving a TIFF file with the SaveTIFFile() function in pimglib swaps the red and blue components<\/p>\n<\/li>\n<li>\n<p>Slowdowns in Embree when multiple dynamic objects are expanded at the same time<\/p>\n<\/li>\n<li>\n<p>LPE light tags support<\/p>\n<\/li>\n<li>\n<p>VRayProxy with assigned Multi\/Sub-Object material in V-Ray GPU has incorrect shading with material override<\/p>\n<\/li>\n<li>\n<p>Access violation during closure code generation with LLVM 12<\/p>\n<\/li>\n<li>\n<p>LC samples should not be increased when rendering minuscule regions<\/p>\n<\/li>\n<li>\n<p>Changing any settings or changing the timeline frame of Simulators or Particle Shaders in Volumetric Mode does not update in V-Ray CPU IPR in Maya<\/p>\n<\/li>\n<\/ul>\n<p><strong>MultiMatteElement<\/strong><\/p>\n<ul>\n<li>VRayObjectSelect deep output issues<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>VRayEnmesh &#8220;Use mesh UVW mapping&#8221; does not consider source object&#8217;s mapping channel different than 1 on V-Ray GPU<\/li>\n<li>Crash on starting IPR with GPU, DR on and VRayCryptomatte RE with ID type set as Node Material Name or Node User Property<\/li>\n<li>Aborting rendering while Uploading Bitmaps is not responsive<\/li>\n<li>Garbage data read when there is displacement in a scene<\/li>\n<li>Crash when scenes containing Image sequences and V-Ray Sky are rendered with CUDA and then RTX engine<\/li>\n<li>Assert and NaNs in the result when reading diffuse light select values from light cache<\/li>\n<li>Fix reading uninitialized memory on the first iteration of LC\/K3<\/li>\n<li>Select object and Pick object material functionality in VFB is broken with V-Ray GPU IPR<\/li>\n<li>Render freeze when rendering animated object with RTX, motion blur and V-Ray Denoiser<\/li>\n<li>GPU Light cache freeze when rendering animation with a specific scene on a machine with multiple gpu devices<\/li>\n<li>Phoenix Particle Shader in Point mode randomly disappears on a test scene with OptiX<\/li>\n<li>Print a warning for CUDA 12 min driver version<\/li>\n<li>Emissive material does not appear in VRaySelfIllumination behind refractive object<\/li>\n<li>VRaySphere is not rendered with RTX<\/li>\n<li>Rendering stucks when using the Bucket image sampler and Textured render mask<\/li>\n<li>MultiMatte does not consider material IDs nested in VRayBlendMtl with blend amount<\/li>\n<li>Regression of spot\/direct lights intensity<\/li>\n<li>evalSamplerTex might return uninitilized .w in some modes<\/li>\n<li>Instanced objects render black when &#8220;Cast shadows&#8221; is unchecked and Edge trimming in Chaos Scatter is active<\/li>\n<li>Parsing version 470.161.03 failed<\/li>\n<li>VRayClipper does not have correct material IDs when rendering with V-Ray GPU<\/li>\n<li>Cryptomatte render element doesn&#8217;t work for objects behind glass<\/li>\n<li>Bump mapping doesn&#8217;t work correctly on a plane<\/li>\n<li>MultiMatte does not work with material IDs within VRayBlendMtl<\/li>\n<li>MultiMatteID is not propagated through nested materials<\/li>\n<li>VRayVolumeGrid and Smoke renders artefacts with GPU<\/li>\n<\/ul>\n<p><strong>V-Ray Toolbar<\/strong><\/p>\n<ul>\n<li>Submit to Chaos Cloud window is opened from V-Ray Toolbar even when the current renderer is max native one<\/li>\n<\/ul>\n<p><strong>V-Ray\/V-Ray Bitmap to VRayBitmap converter\/V-Ray scene converter<\/strong><\/p>\n<ul>\n<li>V-Ray Scene Converter incorrectly converts displacement amount from CoronaLegacyMtl<\/li>\n<li>V-Ray scene incorrectly converts Corona material &#8220;Onyx&#8221; from Corona Material Library<\/li>\n<\/ul>\n<p><strong>VFB<\/strong><\/p>\n<ul>\n<li>It takes several times to exclude an object from a mask with the Minus button<\/li>\n<li>Pixel info in VFB is not available when loading EXR which does not contain alpha channel<\/li>\n<li>Missing visible indication for Override Mtl with no picked material error<\/li>\n<li>VFB 2 doesn&#8217;t read the VRAY_VFB_SRGB env variable<\/li>\n<li>Crash when hovering over specific VFB layer presets while rendering and having VRayDenoiser added<\/li>\n<li>All VFB layers are disabled in specific scene<\/li>\n<li>Lens effects flicker with VFB Batch image processing<\/li>\n<\/ul>\n<p><strong>VFB, V-Ray<\/strong><\/p>\n<ul>\n<li>VFB OCIO settings lost when opening a scene with a broken config path<\/li>\n<\/ul>\n<p><strong>VRayDenoiser\/vdenoise.exe, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>rhel8: V-Ray denoiser OpenCL sporadic initialization failure<\/li>\n<\/ul>\n<p><strong>VRayGLSL<\/strong><\/p>\n<ul>\n<li>VRayOSLTex Quick Shader widget does not update<\/li>\n<li>Crash with VRayGLSLTex in Environment<\/li>\n<\/ul>\n<p><strong>VRayInstancer<\/strong><\/p>\n<ul>\n<li>V-Ray IPR crash with scatter in if the last model from the UI instanced group is deleted from the scene<\/li>\n<li>V-Ray crashes with newer scatter release suited for Corona<\/li>\n<\/ul>\n<p><strong>VRayLight<\/strong><\/p>\n<ul>\n<li>Modifying width value of sphere lights through MAXScript affects intensity rays<\/li>\n<li>Typo in VRayLight script parameter name<\/li>\n<li>Adaptive Dome light support for Light Cache &#8216;From File&#8217; mode<\/li>\n<li>The simulation keeps interacting with objects hidden using Hide by Category in 3ds Max<\/li>\n<\/ul>\n<p><strong>VRayLight, V-Ray Toolbar<\/strong><\/p>\n<ul>\n<li>Preserve the position of the mesh on which VRayClipper is applied if the gizmo was moved previously<\/li>\n<li>Preserve the position of the light when Mesh light is applied on an object with a repositioned gizmo<\/li>\n<\/ul>\n<p><strong>VRayMDL<\/strong><\/p>\n<ul>\n<li>MDL materials lost between renders<\/li>\n<li>User-defined MDL include paths not exported<\/li>\n<li>MDL module path not sent from client and module not resolved correctly on the server during DR<\/li>\n<li>Modified material parameters are ignored on the GPU<\/li>\n<li>Importing MDL modules from within an MDL module does not work with DR<\/li>\n<li>MDL materials with enum parameters fail to load<\/li>\n<\/ul>\n<p><strong>VRayMDL, V-Ray<\/strong><\/p>\n<p>MDL crashes when MDL nodes are imported via VRayScene<\/p>\n<p><strong>VRayMDL, VRayGLSL<\/strong><\/p>\n<ul>\n<li>Remove &#8220;Reset&#8221; and &#8220;Reload&#8221; options from VRayMDLMtl context menu<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex<\/strong><\/p>\n<ul>\n<li>The Seed parameter of VRayMultiSubTex is placed over the texture mode drop-down list with Chinese UI<\/li>\n<li>VRayMultiSubTex color swatches are not locked in Qt UI with disabling the Blend color and texture checkbox<\/li>\n<\/ul>\n<p><strong>VRayOSL<\/strong><\/p>\n<ul>\n<li>OSL closure registration fails with multiple renderer instances<\/li>\n<li>Empty shader string parameters on OSL Map cause vassert failure with GPU rendering<\/li>\n<\/ul>\n<p><strong>VRayOSL, VRayMDL, VRayGLSL<\/strong><\/p>\n<ul>\n<li>VRayOSLTex produces Compiler errors when trying to modify code via Quick Shader&#8217;s rollout<\/li>\n<\/ul>\n<p><strong>VRayGLSL<\/strong><\/p>\n<ul>\n<li>Embedded GLSL bitcode lacks a terminating zero<\/li>\n<\/ul>\n<p><strong>VRayPhysicalCamera<\/strong><\/p>\n<ul>\n<li>VRayPhysicalCamera zoom control doesn&#8217;t update viewports in realtime<\/li>\n<li>Zoom factor does not work with FOV in V-Ray Physical camera<\/li>\n<li>Zoom Extents All Selected (&#8220;Z&#8221; shortcut) considers the VRayCamera&#8217;s far clipping plane<\/li>\n<\/ul>\n<p><strong>VRaySun\/VRaySky\/VRayAerialPerspective<\/strong><\/p>\n<ul>\n<li>VRaySky should generate a temporary file for viewport preview only if needed<\/li>\n<\/ul>\n<p><strong>VRaySun\/VRaySky\/VRayAerialPerspective, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Environment Background multiplier does not affect the Sky Clouds in Rhino and SketchUp<\/li>\n<\/ul>\n<p><strong>VRayVolumeGrid<\/strong><\/p>\n<ul>\n<li>Crash during tyFlow particle simulation when reading Phoenix simulation data using Time Step below 1 frame with Phoenix for V-Ray 5<\/li>\n<li>3ds Max crashes when loading a Phoenix Render Preset in a V-Ray Volume Grid<\/li>\n<li>The Preview&#8217;s Detail Reduction value is not updated in an expanded Preview rollout if the Volume Grid is not selected in 3ds Max<\/li>\n<li>Changing any option in the floating rollout does not affect the options in the regular rollout in 3ds Max until you reselect the Volume Grid<\/li>\n<li>Hide automatically the Phoenix viewport icons when using V-Ray Viewport IPR in 3ds Max<\/li>\n<li>The cache is flipping back when changing any of the Smoothing options while Flip Up Axis is enabled in 3ds Max<\/li>\n<li>Freeze when moving the timeline during rendering Volumetrics with V-Ray 5 IPR in 3ds Max<\/li>\n<li>Changing the render Mode of the V-Ray VolumeGrid sometimes erroneously sets it to Volumetric or Volumetric Geometry<\/li>\n<li>Crash when basing the Smoke Color on the Speed channel of VDBs whose bounding box does not start at 0,0,0<\/li>\n<li>Wrong Grid-based Volumetric Motion Blur with VDBs whose bounding box does not start at 0,0,0<\/li>\n<li>The streamlines viewport preview is transformed in an incorrect way in certain cases<\/li>\n<li>The streamlines viewport preview in 3ds Max updates with a delay, after a change in the preview settings<\/li>\n<li>Hidden or non-renderable Phoenix Simulator does not work as Simulator Render Cutter or Particle Shader Render Cutter in 3ds Max<\/li>\n<li>In 3ds Max 2019 and 2020, opening a saved scene with Simulator QT combo boxes whose default is not the 1st element but is set to the 1st element, shows a wrong element<\/li>\n<li>Crash when changing the frame during V-Ray IPR CPU rendering with Motion Blur enabled in 3ds Max<\/li>\n<li>Mesh for native streamlines object is not generated properly in 3ds Max<\/li>\n<li>Streamlines preview is not updated correctly until the current frame is changed<\/li>\n<li>Volume Grid&#8217;s lights are always created on the active render layer even if the Volume Grid is placed in another layer when the Hidden lights option is off in 3ds Max<\/li>\n<li>Saved images from the 3ds Max, Maya and Standalone Previewer GPU preview with frames outside the timeline have cache indexes clamped to the nearest timeline frame<\/li>\n<li>Simulator disabled from rendering and with no Velocity channel exported triggers a warning when rendering with Motion Blur enabled<\/li>\n<li>Changing the frame during V-Ray IPR CPU doesn&#8217;t update the cache file correctly with Motion Blur enabled in 3ds Max<\/li>\n<li>When Smoke&#8217;s Scattering option is disabled, the External Scatter Multiplier still affects the GPU Preview<\/li>\n<\/ul>\n<p><strong>ply2vrmesh.exe<\/strong><\/p>\n<ul>\n<li>Animated V-Ray Proxy with high poly count is causing long scene open times<\/li>\n<\/ul>\n<h2 id=\"VRay6-Build6.10.086.1.08\"><strong>Build 6.10.08<\/strong>\u00a0<span id=\"VRay6-6.1.08\" class=\"confluence-anchor-link conf-macro output-inline\" data-hasbody=\"false\" data-macro-name=\"anchor\"><\/span><\/h2>\n<p><em>Official release, Update 1.2<\/em><\/p>\n<p><strong>Date\u00a0<\/strong>\u2013 May 3, 2023<\/p>\n<h3 id=\"VRay6-NewFeatures.2\">New Features<\/h3>\n<hr \/>\n<p><strong>V-Ray, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Add initial support for RAW render elements in V-Ray GPU<\/li>\n<\/ul>\n<h3 id=\"VRay6-ModifiedFeatures.3\">Modified Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Optimize vrscene export for ForestPack and motion blurred Anima assets<\/li>\n<\/ul>\n<h3 id=\"VRay6-BugFixes.2\">Bug Fixes<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>\n<p>Cosmos auto-downloader should not modify or consider proxy\/bitmaps pointing existing files<\/p>\n<\/li>\n<li>\n<p>VRayBitmap preview in Max 2024 Viewport is wrong when using Max Color Management<\/p>\n<\/li>\n<li>\n<p>V-Ray properties&#8217; values cannot be bulk-changed<\/p>\n<\/li>\n<li>\n<p>Render crash with hidden grouped objects added to the light exclude list<\/p>\n<\/li>\n<li>\n<p>EULA does not get accepted when a 2-byte character is used in the username<\/p>\n<\/li>\n<li>\n<p>Progressive resumable rendering could leave corrupted files in case of a system crash during saving<\/p>\n<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>\n<p>Rendering animation stops in the middle of the &#8220;Loading bitmaps&#8221; stage<\/p>\n<\/li>\n<li>\n<p>Aborting GPU render before rendering might crash<\/p>\n<\/li>\n<\/ul>\n<p><strong>V-Ray Toolbar<\/strong><\/p>\n<ul>\n<li>Chinese text for the Vantage toolbar icons in the English 3ds Max UI<\/li>\n<\/ul>\n<p><strong>VFB<\/strong><\/p>\n<ul>\n<li>Export of an image with wrong gamma when ICC Display correction is used<\/li>\n<\/ul>\n<p><strong>VRayMtl<\/strong><\/p>\n<ul>\n<li>User-created proxies created after cosmos asset import, might get overridden on auto-download<\/li>\n<\/ul>\n<h2 id=\"VRay6-Build6.10.066.1.06\"><strong>Build 6.10.06\u00a0<span id=\"VRay6-6.1.06\" class=\"confluence-anchor-link conf-macro output-inline\" data-hasbody=\"false\" data-macro-name=\"anchor\"><\/span><\/strong><\/h2>\n<p><em>Official release,\u00a0Update 1.1<\/em><\/p>\n<p><strong>Date\u00a0<\/strong>&#8211; April 11, 2023<\/p>\n<h3 id=\"VRay6-NewFeatures.3\">New Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Support for 3ds Max 2024;<\/li>\n<li>Support for Material Switcher material in 3ds Max 2024;<\/li>\n<li>Support for material compounds in 3ds Max 2024;<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayInstancer, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Support for Chaos Scatter Edge trimming;<\/li>\n<\/ul>\n<p><strong>VFB<\/strong><\/p>\n<ul>\n<li>Add an ICC layer in the VFB;<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex, VRayTriplanarTex<\/strong><\/p>\n<ul>\n<li>Element recognition in VRayProxy with VRayUVWRandomizer and VRayTriplanarTex;<\/li>\n<\/ul>\n<p><strong>Language Localization<\/strong>\u00a0<\/p>\n<ul class=\"AycZA bU4yt\">\n<li class=\"WPT7ge\">Chinese translation is implemented.<\/li>\n<\/ul>\n<h3 id=\"VRay6-ModifiedFeatures.4\">Modified Features<\/h3>\n<hr \/>\n<p><strong>V-Ray, VRayDecal<\/strong><\/p>\n<ul>\n<li>Add &#8220;Render when hidden&#8221; option to VRayDecal;<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayDirt<\/strong><\/p>\n<ul>\n<li>Add &#8220;Ignore Self Occlusion&#8221; option to VRayDirt;<\/li>\n<\/ul>\n<p><strong>VRayPhysicalCamera<\/strong><\/p>\n<ul>\n<li>Ability to disable VRayPhysicalCamera grid for camera-viewport;<\/li>\n<\/ul>\n<p><strong>VRaySun\/VRaySky\/VRayAerialPerspective, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Reduce tiling artifacts for thin layer of clouds;<\/li>\n<\/ul>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Improve context menus of material and map buttons;<\/li>\n<li>Redirect the &#8220;V-Ray Material Library Browser&#8221; button to Cosmos if the library folder is empty;<\/li>\n<li>Enable the color mapping option of VRayMtlSelect by default;<\/li>\n<li>Hide VRayFakeFresnelTex from the UI;<\/li>\n<\/ul>\n<p><strong>V-Ray, V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Support for Forest Color Tint mapped by a texture when exported to Standalone;<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Support for Forest Pro&#8217;s Edge Mode;<\/li>\n<\/ul>\n<p><strong>VRayGLSL, VRayMDL, VRayOSL<\/strong><\/p>\n<ul>\n<li>Hide the &#8220;System Paths&#8221; UI;<\/li>\n<\/ul>\n<p><strong>QT UI<\/strong><\/p>\n<ul>\n<li>Implement Qt UI of Max Physical Camera V-Ray attributes;<\/li>\n<li>Implement Qt UI of VRayVRmatMtl;<\/li>\n<li>Implement Qt UI of VRayShadows RE;<\/li>\n<li>Implement Qt UI of VRayStereoscopic;<\/li>\n<li>Implement Qt UI of VRayBitmap;<\/li>\n<li>Implement Qt UI of VRayDomeCamera;<\/li>\n<li>Implement Qt UI of VRayExposureControl;<\/li>\n<li>Implement QT UI of Caustics rollup;<\/li>\n<li>Implement Qt UI of VRayLightMix and VRayLightSelect RE;<\/li>\n<li>Implement Qt UI of VRayPtex;<\/li>\n<li>Implement Qt UI of VRayICC;<\/li>\n<li>Implement Qt UI of VRayLut;<\/li>\n<li>Implement Qt UI of VRayLightMeter;<\/li>\n<li>Implement Qt UI of VRayMDLMtl;<\/li>\n<li>Implement Qt UI of VRayOCIO;<\/li>\n<li>Implement Qt UI of VRayOSLOutputSelector;<\/li>\n<li>Implement Qt UI of VRayOptionRE;<\/li>\n<li>Implement Qt UI of VRayPhysicalCamera;<\/li>\n<li>Implement Qt UI of VRaySphere;<\/li>\n<\/ul>\n<h3 id=\"VRay6-BugFixes.3\">Bug Fixes<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>IPR crashes with IPR Debug Shading toggled;<\/li>\n<li>Incorrect render for multiple copies of same proxy with different mesh sets reorder\/remapping;<\/li>\n<li>Black Viewport IPR rendering with NVIDIA AI upscale\u00a0VRayDenoiser;<\/li>\n<li>VRayBitmap mixup in GPU IPR when Anima 4D characters are added via the anima Drop option directly in 3ds Max;<\/li>\n<li>V-Ray GPU with\u00a0NVIDIA AI upscale denoiser\u00a0produces an output of 1\/4 of the desired resolution when the image is saved from the Common tab Render Output;<\/li>\n<li>Cosmos assets auto-download on scene open crashes if there are currently ongoing\u00a0<span class=\"inline-comment-marker\" data-ref=\"1471502d-56dc-4a3e-9e1b-58efc04b479c\">C<\/span>osmos downloads;<\/li>\n<li>Crash with Forest Pro if 3ds Max Photometric (IES) lights are used in scene;<\/li>\n<li>VRayExtraTex render element typo &#8220;lossess compression&#8221;;<\/li>\n<li>LPEs don&#8217;t consider 3ds Max native Lights;<\/li>\n<li>Displace is not greyed out when Direct illumination is checked in VRayLightMtl;<\/li>\n<li>Crash when turning Enable GI on\/off in scenes where the legacy Expert mode of the rollout is set;<\/li>\n<li>Turn off Temporal mode in VRayDenoiser when NVIDIA AI upscale is on;<\/li>\n<li>Keyed frames VRayLight Directional parameter doesn&#8217;t export correctly;<\/li>\n<li>After importing specific\u00a0<span class=\"inline-comment-marker\" data-ref=\"38311638-7437-4417-bdc3-0783123128e7\">C<\/span>osmos assets the translation of objects\u00a0<span class=\"inline-comment-marker\" data-ref=\"a7e0fe8f-1aa9-46e1-ae1d-890e932f2acc\">does not behave properly<\/span>\u00a0and undo stops working;<\/li>\n<li>PointCloud does not work with VRayLightMix;<\/li>\n<li>VRayUVWRandomizer in VRayBitmap Mapping source bug;<\/li>\n<li>Show render log&#8217; button in V-Ray GPU Render Setup does not work;<\/li>\n<li>VRayLight caustics multiplier is not exported to vrscene;<\/li>\n<li>Export render region from the context menu scene exporter;<\/li>\n<li>VRayLight properties are\u00a0<span class=\"inline-comment-marker\" data-ref=\"c39fbb90-8aed-4426-a22a-c3c6c71cb4d3\">not<\/span>\u00a0exported;<\/li>\n<li>Override Material Include and Exclude list does not work in V-Ray\u00a0<span class=\"inline-comment-marker\" data-ref=\"72879c75-60af-483d-83d2-284b298be1b7\">GPU<\/span>;<\/li>\n<li>Hidden Particle Shader is still rendered visible in V-Ray Standalone (.vrscene export)\u00a0<span class=\"inline-comment-marker\" data-ref=\"f9d77ddf-d9eb-4bc7-9041-9b3153be64e8\">when it is<\/span>\u00a0part of the Multimatte include list;<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayExposureControl, VRayLightMeter, VRayDomeCamera, VRayICC, VRayPlane, VRayStereoscopic<\/strong><\/p>\n<ul>\n<li>Undo with Ctrl+Z is not working with V-Ray textures and materials with QT;<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayPhysicalCamera<\/strong><\/p>\n<ul>\n<li>Black render with 3ds Max&#8217;s Physical camera with bokeh map and disabled DOF;<\/li>\n<li>Custom texture for Physical camera Bokeh effect leads to black RGB render;<\/li>\n<\/ul>\n<p><strong>V-Ray\/V-Ray Bitmap to VRayBitmap converter\/V-Ray scene converter<\/strong><\/p>\n<ul>\n<li>V-Ray scene converter: Keeping the light Directional consistent after CoronaLight to VRayLight conversion;<\/li>\n<\/ul>\n<p><strong>VRayColor, VRayDistanceTex, VRayPtex, VRaySamplerInfoTex, VRayTriplanarTex<\/strong><\/p>\n<ul>\n<li>Controls are not grayed out properly when switching between maps of the same type in Max 2024 SME;<\/li>\n<\/ul>\n<p><strong>VRayDecal<\/strong><\/p>\n<ul>\n<li>VRayDecal inherits the recently used Projection offset value on opening an old scene;<\/li>\n<\/ul>\n<p><strong>VRayDirt<\/strong><\/p>\n<ul>\n<li>Crash when switching between VRayDirt maps in 3ds max 2024 ME;<\/li>\n<\/ul>\n<p><strong>VRayIES<\/strong><\/p>\n<ul>\n<li>Toggling the targeted option of VRayIES light shifts its viewport position;<\/li>\n<li>Creating VRayIES with unchecked targeted will still create a light with a target;<\/li>\n<\/ul>\n<p><strong>V-Ray, VRayInstancer<\/strong><\/p>\n<ul>\n<li>Scatter instances popping in V-<span class=\"inline-comment-marker\" data-ref=\"fd7bbcb4-25b6-4263-8e4e-7a6da070892c\">Ray\u00a0during an animation<\/span>;<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex<\/strong><\/p>\n<ul>\n<li>VRayMultiSubTex slots are not properly loaded in 3ds Max 2024 when setting up two such maps consecutively;<\/li>\n<li>Wire between VRayMultiSubTex and its sub-map is hidden in SME UI when the respective slot ID is disabled;<\/li>\n<li>Disabled duplicated ID of VRayMultiSubTex prevents using the settings from its upper entry;<\/li>\n<\/ul>\n<p><strong>VRayMultiSubTex, VRayTriplanarTex<\/strong><\/p>\n<ul>\n<li>Specific VRayMultiSubTex configuration\u00a0<span class=\"inline-comment-marker\" data-ref=\"4188795f-6ccc-4fd5-9508-34c72053f6a1\">renders<\/span>\u00a0very slowly with motion blur;<\/li>\n<li>Randomization by element with VRayUVWRandomizer and VRayTriplanarTex does not work for VRayProxy;<\/li>\n<\/ul>\n<p><strong>VRayPhysicalCamera<\/strong><\/p>\n<ul>\n<li>Maxscript exception\u00a0when creating VRayPhysicalCamera with enabled Automatic vertical tilt;<\/li>\n<\/ul>\n<p><strong>VRayStochasticFlakesMtl<\/strong><\/p>\n<ul>\n<li>VRayStochasticFlakesMtl is not updating its grayouts properly;<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<h2 id=\"VRay6-Build6.10.04\"><strong>Build 6.10.04<\/strong><\/h2>\n<p><em>Official release,\u00a0Update 1 Bugfix<\/em><\/p>\n<p><strong>Date\u00a0<\/strong>&#8211; March 16, 2023<\/p>\n<h3 id=\"VRay6-ModifiedFeatures.5\">Modified Features<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Make the error &#8216;Ignoring material LPE label &#8220;base&#8221;&#8216; a warning;<\/li>\n<\/ul>\n<h3 id=\"VRay6-BugFixes.4\">Bug Fixes<\/h3>\n<hr \/>\n<p><strong>V-Ray<\/strong><\/p>\n<ul>\n<li>Various fixes for Deferred loading of the VRayBitmap viewport previews;<\/li>\n<li>Fix issues with the &#8220;manual&#8221; mode of the LightMix render element;<\/li>\n<li>V-Ray GPU with upscale denoiser produces an output of 1\/4 of the desired resolution when the image is saved from the Common tab Render Output;<\/li>\n<li>Global Switches&#8217; Override spinner arrows not responsive with values between 1 to 10;<\/li>\n<li>GI settings panel views don&#8217;t switch in 3ds Max 2018;<\/li>\n<li>Crash when turning Enable GI on\/off in scenes where the legacy Expert mode of the rollout is set;<\/li>\n<li>Error for auto-backup when the Material override is enabled without material;<\/li>\n<li>Turn off Temporal mode in VRayDenoiser when NVIDIA AI upscale is on;<\/li>\n<li>Specific VRayMultiSubTex configuration render very slowly with motion blur;<\/li>\n<li>Exporting .vrmeshes to separate files does not work when the folder has multibyte characters;<\/li>\n<\/ul>\n<p><strong>VRayBlendMtl<\/strong><\/p>\n<ul>\n<li>Bring back the viewport representation of VRayBlendMtl;<\/li>\n<\/ul>\n<p><strong>V-Ray GPU<\/strong><\/p>\n<ul>\n<li>Memory leak with textures when rendering animation;<\/li>\n<li>Include option in Exclude\/Include lists in VRayClipper mesh mode is not working;<\/li>\n<li>Render stucks when specific nodes are used for 2D displacement;<\/li>\n<\/ul>\n<p><strong>VRayDistanceTex<\/strong><\/p>\n<ul>\n<li>Nested VRayDistanceTex maps get the same Objects selection list in CME;<\/li>\n<\/ul>\n<p><strong>VRayEnvironmentFog<\/strong><\/p>\n<ul>\n<li>Negative values in Rest channel of VRayLightMix with opacity mapped double-sided lights;<\/li>\n<li>Wrong VRayLightSelects with VRayEnvironmentFog and Opacity mapped objects;<\/li>\n<li>Invisible objects are visible in VRayEnvironmentFog when using light mix;<\/li>\n<li>Invisible VRayLights show up in Light select render element when having VrayEnvironmentFog;<\/li>\n<\/ul>\n<blockquote class=\"quote-simple\">\n<h2><strong>Build 6.10.02<\/strong><\/h2>\n<p><em>Official release<\/em><\/p>\n<p><strong>Date<\/strong> \u2013 Feb 21, 2023<\/p>\n<\/blockquote>\n<\/div><\/div>\n\n\n\n<p class=\"wp-block-paragraph\">Chaos has announced a new version of V-Ray 6 for 3ds Max. New features of update 1 include:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Masking for Lens Effects and Denoiser<\/li>\n\n\n\n<li>V-Ray Light Material post-processing<\/li>\n\n\n\n<li>Decal cylindrical projection<\/li>\n\n\n\n<li>Decal additive bump<\/li>\n\n\n\n<li>Custom resolution per camera<\/li>\n\n\n\n<li>Initial USD export and USD Stage support<\/li>\n\n\n\n<li>Faster heavy scene loading<\/li>\n\n\n\n<li>Viewport composition guides<\/li>\n\n\n\n<li>Faster fog rendering<\/li>\n\n\n\n<li>Compressed textures mode for GPU rendering<\/li>\n\n\n\n<li>V-Ray Clipper Mesh mode for GPU rendering<\/li>\n\n\n\n<li>New V-Ray Material Translucency for GPU rendering<\/li>\n\n\n\n<li>Render Element support through refractive surfaces when GPU rendering<\/li>\n\n\n\n<li>Visual annotations and versioning on Chaos Cloud.&nbsp;<\/li>\n<\/ul>\n\n\n\n<div class=\"wp-block-group\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\"><div data-block-name=\"woocommerce\/featured-product\" data-edit-mode=\"false\" data-image-fit=\"cover\" data-product-id=\"1523\" data-show-desc=\"false\" data-show-price=\"false\" class=\"wc-block-featured-product alignnone has-background-dim wp-block-woocommerce-featured-product\" style=\"min-height:500px;\"><div class=\"wc-block-featured-product__wrapper\"><div class=\"background-dim__overlay\" style=\"background-color: #000000\"><\/div><img decoding=\"async\" alt=\"Chaos V-Ray 6.20.02 for 3ds Max 2023\" class=\"wc-block-featured-product__background-image\" src=\"https:\/\/shiftlearningcenter.com\/shop\/wp-content\/uploads\/vray-6.jpg\" style=\"object-fit: cover;object-position: 50% 50%;\" \/><h2 class=\"wc-block-featured-product__title\">Chaos V-Ray 6.20.02 for 3ds Max 2023<\/h2><div class=\"wc-block-featured-product__inner-blocks\">\n\n<div class=\"wp-block-buttons is-content-justification-center is-layout-flex wp-container-core-buttons-is-layout-fe48e5de wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button\"><a class=\"wp-block-button__link wp-element-button\" href=\"https:\/\/shiftlearningcenter.com\/shop\/product\/chaos-v-ray-6-2-02-for-3ds-max-2023\/\">DOWNLOAD NOW<\/a><\/div>\n<\/div>\n\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"<p>V-Ray 6.2 for 3ds Max Update 2 released The world\u2019s most complete 3D rendering software for high-end visualization and production. V-Ray\u00ae for 3ds Max is a production-proven rendering software. Known for its versatility and ability to handle any type of project \u2014 from massive, dynamic scenes having thousands of lights to a sublime still life &hellip;<\/p>\n","protected":false},"author":1,"featured_media":1333,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[35],"tags":[],"class_list":["post-971","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-3dsmax-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v27.6.1 (Yoast SEO v27.4) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Chaos V-Ray 6.20.02 for 3ds Max 2023 - Shift3dstore<\/title>\n<meta name=\"description\" content=\"Download vray for 3ds max The world\u2019s most complete 3D rendering software for high-end visualization and production.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/shiftlearningcenter.com\/shop\/v-ray-6-10-02-for-3ds-max-download\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Chaos V-Ray 6.20.02 for 3ds Max 2023 - 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