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V-Ray 3.60.01 for Modo | 538.1 mb
The Chaos Group team is pleased to announce the availability of V-Ray 3.60.01 for Modo, is seamlessly integrated and optimized for both CPUs and GPUs, using whatever an artist picks to deliver high-quality imagery and animation quickly, even when working with complex 3D scenes.

3.60.01 - Date: Mar 21, 2018 New Features

- Support for the MODO 12 series;
- Added the ability to bake to Ptx textures or .vrmesh point clouds;
Render Elements
- Added the "Cryptomatte" render element;
- Added "Multi Matte" RE;
- Added V-Ray Additional Outputs item with the following render elements: "Atmospheric Effects", "Background", "Caustics", "Coverage", "Material ID", "Object ID", "Raw Diffuse Filter", "Raw Reflection", "Raw Reflection Filter", "Raw Refraction", "Raw Refraction Filter", "Raw Shadow", "Render ID", "Shadow" and "Toon"
- Now allows hybrid rendering ( CPU + GPU );
- Added CUDA device selection in the V-Ray Preferences;
V-Ray Geometry
- Added V-Ray Fur geometry item;
- Added V-Ray Infinite Plane geometry item;
V-Ray Materials
- Added V-Ray scanned material (VRscans);

Improved Features

- Support for the "Spherical VR" projection type;
- Support for animation and motion blur on the geometry exported using the Render Cache, e.g. MODO Fur;
- Exposed the user-friendly license error messages that are implemented in the 3.6 core;
- Added the Double Sided option in the V-Ray Light Settings for the Area light;
Render Settings
- Switched to using Embree for hair by default;
- Exposed the "Mode", "Use GPU acceleration" and "Generate Render Elements" denoiser parameters in the Properties viewport;
- Use the JPEG quality, PNG compression level and OpenEXR compression type and level from MODO's Image I/O preferences when auto-saving images after a render;
- The Mitchell-Netravali filter size is now fixed at 4 pixels;
- Print what host application was used to export a .vrscene file;
Modo Textures
- The process texture's value channel now affects scalar effects (in MODO 11.2 and later);
- Image map: Added support for the "brightness", "contrast" and "clamp" channels introduced in MODO 11.2;
- Gradient: Support for Input Parameter -> Particle Effects -> Particle ID;
Render Elements
- Ambient Occlusion: Introduced separate V-Ray Subdivs which ignore the global "Use Local Subdivs" option and work per AA sample;
- Added the "Full" mode to the V-Ray Light Select render element;
- Added a command for automatically assigning multi matte or object IDs;
Render Mask
- When rendering an animation using V-Ray Standalone with a Render Mask enabled, the VFB image is now cleared between frames;
Render with V-Ray Standalone
- Added an option to render all passes from a pass group;
- Added a preference for choosing the default image format for the file save dialog that opens when "Choose output image" is checked in one of the Render commands;
- Texture locators using "front projection" are now properly updated in RT, this includes changing the projection camera or its channels;
- When the render region is changed/enabled/disabled do not start rendering from scratch, instead reuse already calculated samples;
- Enhance Region: Preserve the region when restarting RT using the vray.rt.restart command or when a change requiring complete restart is made (e.g. changing Render Cache mode);
- The select items and select materials options in the VFB right click menu should be saved as global MODO preferences;
- Texture Locator: Support for the "Front Projection" projection type;
- When a texture locator's UV map is set to "(none)", the first available UV map should be used like in the CPU renderer;
- Support for the "Consider same object only" option of the V-Ray Dirt texture;
Shader Tree
- Handle layer mask below another layer mask;
- "Blend mode" and "Opacity" now work for layer masks;
- Support for the "Rounded Edge Width" texture effect introduced in MODO 10.2;
Texture Locator
- Support for the "Front Culling" option (CPU only);
- All VFB browse dialogs should remember the last used folder;
V-Ray Atmospheres
- Added the "primary visibility" option to the V-Ray Aerial Perspective UI;
V-Ray Geometry Properties
- Static subdivision and displacement are now enabled by default;
V-Ray Materials
- Added an "Enabled" check-box for each coat material of the V-Ray Blend material;
- Added the "opacity mode" option to the V-Ray Material UI;
- Added the "roughness model" option to the V-Ray Material UI;
- Added the "Comp in specular" option to the V-Ray Hair UI;
- Allowed the 2-sided material to be used as a sub-material;
- Enabled "glossy fresnel" and "affect shadows" by default, but only for new V-Ray materials;
- Switched to "Stochastic" opacity mode, "Oren-Nayar" roughness model and "GGX" BRDF type by default, but only for new V-Ray materials;
- Decreased the "Cutoff Threshold" in the SSS2 material to 0.001;
- The browse dialog in the V-Ray Scanned material should show .png and .jpg files and replace their extension with .vrscan before setting the "File" channel;
- (Experimental) Added an OpenGL preview for V-Ray Scanned materials;
- The V-Ray Scanned interface is very slow when there is no available license;
V-Ray Proxy
- Enabled the "particle width multiplier" parameter of the "Invoke ply2vrmesh" command for the .prt, .ply, .geo and .bgeo file formats;
V-Ray Textures
- The V-Ray Curvature's "out color min" and "out color max" channels now accept values up to 100;
- The V-Ray Dirt's subdivs now always ignore the "Use Local Subdivs" option and work per AA sample;
- Added the "Distance along strand absolute" output type and the "Hair max distance" parameter;
- Changed the default V-Ray Dirt radius to 10cm and the default V-Ray Noise size to 0.05, but only for new textures;
- Added a separate "Radius Texture" slot to the V-Ray Dirt texture, the final radius is now determined by multiplying "Radius" and "Radius Texture" similar to the functionality in V-Ray for 3ds Max;
- Allowed smaller values (down to 0.0001) to be entered for the size channel in the V-Ray Noise texture;
V-Ray Volume Grid
- The default detail reduction is now 3, and the min detail reduction is 0;
- The preview no longer uses direct OpenGL calls in Modo 11 and later, this fixes a number of issues, since the version using direct OpenGL calls is currently unfinished;
.vrscene import
- Remove unnecessary suffixes (@node, @light, @mtl, @mtl_brdf, @tex) from imported geometry names, light names, material tags, material names and texture names;
- UVWGenChannel: Support for importing the "tile" options from 3ds Max;

Bug Fixes

- Crash during RT when modifying geometry at vertex/edge/polygon level;
- Crash during RT GPU when picking items/materials in the VFB window with 2 or more GPUs used;
- Crash on a specific scene on macOS caused by stack overflow;
- Crash when a Render Mask in selection mode is active and the selection is switched between a replicator and something else multiple times;
- Crash if the Restart RT button is clicked after starting RT and while the scene is still being exported;
- Crash when a material group references one of its parents instead of an actual library material;
- Crash during RT when a transform constraint is deleted together with other items;
- Crash: MODO 801 SP5 and below crash when using one of the "camera" commands in the VFB during RT and a confirmation dialog needs to be opened;
- Crash with the OpenGL preview of the V-Ray Volume Grid on macOS in Modo 11.0 and later;
- Crash when opening the VFB history panel if there's a vrimg in the history directory that was not saved through the panel itself;
- Deadlock (random) during RT when the render/enhanced region is changed with lens effects or denoiser enabled;
- Scaled V-Ray physical camera makes image AA very blurry when rendering on the CPU;
- The V-Ray Clipper include/exclude list doesn't work with Replicator and .vrscene reference items;
- The Filter Generator tool is not included in the installation on macOS;
- The link to the docs site in the Start Menu is broken;
Nodal Shading
- The "inverse" channel of the "Trigonometry" node doesn't work correctly in V-Ray;
Render Settings
- When auto-saving 16-bit TIFF or 16-bit PNG images after a render, they are saved as 8-bit;
- Pressing the RT restart button multiple times very quickly will sometimes block the whole MODO UI completely, requiring the MODO process to be killed;
- Picking an object/material in the VFB will randomly not work when RT GPU is used with 2 or more GPUs;
- The "Shading Normal" render element doesn't work;
- Environment intensity multiplier doesn't work;
- Different renders inside MODO and when using V-Ray Standalone when there is no environment visible to reflections or refractions;
- DOF and film offset are not working on macOS even with a V-Ray Physical Camera;
RT Updates
- Changing the channels of a V-Ray Aerial Perspective atmosphere is not updated in RT GPU;
- Noisy glossy refraction with BF\LC and Light Cache Retrace turned on in some scenes;
- Prevent storing custom channels larger than 64KBs in MODO 10.0 and earlier, as those might lead to file corruption;
Shader Tree
- When using RT + DR, group masks on material items don't work correctly on the slaves, the material becomes transparent;
- When using RT + DR, gradients on the bump effect don't work on the slaves;
- If a material has no Shader item above it, it should render normally, instead of completely black;
- Group/Layer masks with transparent areas don't work correctly;
Texture Locator
- "Front Projection" from a non-render camera is sometimes incorrect;
- The bottom part of the render elements popup is not visible in MODO 901, 902 and 10.0v1;
- Incorrect update of the enabled state of some channels in the Properties form (e.g Fresnel IOR in the V-Ray Falloff texture) under certain circumstances;
V-Ray Proxy
- The "Convert to V-Ray Proxy" command crashes when an instance of an instance needs to be replaced with a V-Ray Proxy;
- Material tags for a V-Ray Proxy exported from Rhino are not showing up in Modo;
V-Ray Materials
- Bump mapping disappears on small objects or when the camera is very close to an object;
- The V-Ray alSurface material doesn't appear in V-Ray Light Select render elements;
- Incorrect SSS on the standard V-Ray material with certain combinations of darker translucency colors and larger fog multipliers;
About V-Ray for Modo. V-Ray is a complete interactive lighting, shading and rendering toolkit, giving you full control over the entire creative process, from real-time look development to the final frame. V-Ray for Modo seamlessly integrates production-proven rendering capabilities into Modo’s native workflow.

MODO is a content creation package that provides powerful tools for 3D modeling, sculpting, rendering and more. Created by The Foundry, a company focused on making smart software for creative people, MODO is ideal for content creation.

Choose between multi-core CPU and GPU-accelerated rendering for complete creative control and fast results. Built to handle the toughest projects and biggest scenes, the V-Ray plug-in for Modo is designed to fit into any production pipeline.

About Chaos Group. Chaos Group is a worldwide leader in computer graphics technology, helping artists and designers create photoreal imagery and animation for design, television, and feature films. Chaos Group specializes in physically-based rendering and simulation software used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Today, the company's research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design. Founded in 1997, Chaos Group is privately owned with offices in Sofia, Los Angeles, Baltimore, Seoul, and Tokyo.

Product: Chaos Group V-ray
Version: 3.60.01
Supported Architectures: x64
Website Home Page : www.chaosgroup.com
Language: english
System Requirements: PC / MacOsx
Supported Operating Systems: Windows XP (SP3+) or newer / MacOsx X 10.9.x or newer
Software Prerequisites: MODO 701 or higher
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V-Ray 3.60.01 for Modo
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