Polygon Rendering is a nice feature I have been looking for a long time. The last feature is also helpful to know the exact render time spent in the scene.
It is insane that V-Ray is evolving 200 times faster than 3Ds Max. If I had a penny for every second Autodesk developers work on each update I'd be broke af Great video btw, thank you Jonas!
Great summary, Jonas! I might sound pessimistic, but I honestly expected something major to bring V-Ray closer to the powerhouse Unreal Engine is becoming. I know, we're talking about a ray-tracer vs a game engine, but the latter looks so good at times, it's so robust and allows for so much iteration due to near-instant or instant responsiveness it's bound to get harder and harder for V-Ray in its current state to compete. I feel that Vantage needs to be merged with V-Ray for the entire package to be able to compete with UE.
Thanks a lot for the preview!!! It really helps, and even if small, some features really will speed up certain workflows, so another year Abonnement is a must :). Do you mind me asking where you have the environment scene for the car from? The mountains/rocks?
I wish they would implement some kind of rayleigh scattering shader. Would really come in handy for physically correct atmospheric scattering for doing planet renders.
Yeah a proper volumetric shader is overdue. In the meantime I have a tutorial about faking planet atmospheres that you can find im my channel if you are interested 🙂
Excellent overview and I love your videos Jonas! That being said, this does feel like a bit of a disappointing full Vray release right? Mostly just tweaks/upgrades to existing features. Don't get me wrong, these all seem useful, but no real 'wow' feature. Feels more on par with a 'point release' rather than a full new version.
I think it depends on your line of work. I must say for me personally the most useful feature is the Firefly Removal, the rest I could live without but they are nice to have :-) I would also say it feels a bit more like an Update than a full release, but I guess with subscriptions new full releases are scheduled once a year so there is probably not much difference between inbetween updates and full releases anymore, as it is just cintinuously updated. And as a subscriber you always have the latest version, so the question if the upgrade is "worth it" is not really relevant anymore.
Jonas is right, we have as much development time between V-Ray 6.1 and V-Ray 6.2 as we do between V-Ray 6.2 and V-Ray 7. The major version signifies an incompatible break in the V-Ray API for 3rd party plugins like Forest Pack but is not related to the amount of features in the release. Other interesting stuff will be coming in the V-Ray 7 updates.
@@JonasNoell Thanks for the reply and agreed. I do a lot of animations in viz work, so the firefly removal is a huge help (and honestly long overdue). For years, my animations will occasionally be plagued with some firefly artifacts dancing in the background that the denoiser won't quite get rid of. I also like the new poly lasso region tool in the VFB. I have been wanting that for a long time. Outside of those features for me, it's just a bit lackluster I feel
Every time I set the save location in the render history, for example, or even add layers (Background,ICC Profile, Lookup Table) in the Vray Frame Buffer, when I start the render, both IPR and production, all the settings made are reseted(History is disabled) losing paths. I would like some help on how to resolve this problem.
@@JonasNoell GGX for FastSSS2, HDRI Caustics optimization, redone and optimized flake material (right now we have 3 of them? Why?), bump mapping looks inferior to other engines, V-Ray softbox looks old and needs an update, V-Ray fog environment with texture is unbelievably slow, last bucket splitting with DR, progressive Caustics with DR, missing like 50% of features in V-Ray GPU. for example some things that annoys me right now
@@akentos666 Yeah actually I wouldn't disagree with what you listed 🙂Especially the fog. It's borderline unusable. I just played around in Cycles/Blender and it's unbelievable how easy and fast that is compared to V-Ray. There should also be a proper volumetric shader in general. Also rendering VDBs feels really clumsy. There should be one shader that you can apply on multiple VDBs and not every VDB has it's own parameters...
You have to unlock that feature for the Beta through an environment variable in Windows. There is a thread in the chaos forum of how to do that so check out if this works for you.
Sadly, these updates seem quite underwhelming to me. From what I can see, this is shaping up to be the V-Ray with the fewest improvements of all time... I was at least expecting the ability to animate lights in LightMix, something Maxwell has allowed for over 15 years with its Multilight feature. Or tools that enable the creation of any type of atmosphere, similar to what DreamScape offered. There are even plugins for Unreal Engine and Blender with far more advanced sky and atmosphere tools. Chaos also promised AI capabilities and a bunch of other features, but we haven't seen any of that yet
new control of grass is good but there is no option do make them smaller ?from pattern i mean gradient, like we can controlling it in areas by splines? sorry for english
I think it depends on the UV map of your ground geometry. So if you want smaller tiling you can do that by adjusting the UVs for that. Or if you don't want to mess with the existing UVs you can put it into a new Map Channel. But I don't think you can define it by splines
@@JonasNoell i chaos scatter when u include object in spline ther eis scale paramter which gives u control to make grass samller to far from edges its very realistic effect
Dear Jonas, i watched all your videos about Vray and i think you explain everything more then perfect , is there any chance to see video about Vray animation and integrate in video architecture .i mean in drone footage , i cant find something good explained anywhere thanks
Great video again Jonas! But this has got to be the least exciting V-ray update ever! The polygonal render region is ok, but not life-changing... it would be nice if they put a crop tool inside the frame buffer.
Yeah, I agree its more like an incremental upgrade compared to let's say NEXT to V-Ray 5. A crop tool, what you mean exactly? If you have some good idea there is a thread in the Chaos Forum for Feature Suggestions... :-)
@@JonasNoell Sometimes if there is some camera clipping in the render I'd prefer to crop it out before saving the image - it would save me the trip to Photoshop to do the cropping there :)
I wonder.. I have a perpetual vray 6 license, I hope I won't be forced to go the subscription route? I've noticed that they won't allow new users to buy perpetual licenses anymore...
I'm a fan of V-Ray but UE is getting much better and faster, with these few updated and speed times, I don't think V-Ray has a chance to win into the future.
@@Vogueeeeee Unreal Engine is also still a bumbling mess when it comes to working with it. the workflow is all over the place and as unintuitive as it gets. So there is still a good amount of time to find ways to keep the offline renderers useful and to define what niche they want to serve in the future. Pretty sure that unreal and maybe unity aswell will eventually be used for alot of the jobs that do not need ultra realism, but this is 100% where offline render engines have to concentrate on with their improvements.
Sadly very underwhelming. There are some decent things in it, but nothing that really rocks the boat... the splats and Luminaire truly feels like this is something they just added in because everything else just feels like more of a house cleaning release than anything else... GPU Caustics is a good addition and profiler might be decent, but looking at the total package, it does not even feel like something that Chaos would have put out as a major version number change in years prior.
From the HELP: GPU Caustics limitations: Reflection glossiness, Refraction glossiness, and Dispersion are not supported. In other words, completely useless and we've been waiting for this functionality for so darn long, already.
Some nice little updates, having caustics in GPU will be useful... But, these should be free updates for 6 (especially the firefly removal, as that is a bug), yet I'm sure Chaos will be charging us all £600+ to upgrade our licences. 🙄
I didn't know there are still perpetual licenses. But if always having the latest features is important to you then the Subscription Model is probably the better option. I would assume perpetual license owners are happy with what they have here and now and plan to work in that state for the next years and are fine to skip a few versions.
@@JonasNoell Yeah, I'm holding on to mine, I'm not a fan of the subscription models of Adobe, it was a shame to see Chaos follow the same path. We're forced to pay a load for the upgrade because if you slip a couple of versions behind you then can't upgrade the licence, so unfortunately you can't skip a few versions without a huge financial hit. I'm sure thats ok for studios, but for freelancers it can be a lot.
@@JonasNoell render elements, useful for baking; phoenix volume diffuse shader, separate folder for the rendered elements - are the main features I will be happy to obtain. I like Chaos and their products. All the best!
@@Sergey3xd Yeah, sounds like those would be important. Wasn't aware of this, as said I only used GPU from time to time now and haven't run into too many bottlenecks yet.
Most of them absolutely useless, they returned old settings from the old sky and called it new. Sticking with corona and Unreal engine for animations, even D5 is moving faster than v-ray. Developing team is heavily drunk.
Developing the extended sky model took months of research and calculations and the same for the firefly removal. They look like a couple of parameters but there is a lot of work behind them. Similar for the luminaires, which you won't find anywhere else. Not very visible in Jonas' example but the luminaire approach can lead to substantially lower render times and in general to more accurate lighting.
@@VladimirKoylazov Hi, could you elaborate on the more "accurate" lighting? Because as I understood it the Luminaire lights pre-calculate the lighting in a kind of volumetric grid which would be limited by its resolution and this way be always inferior to the properly raytraced approach in terms of precision and details? I'm not an ArchViz artist so probably I am not the exactly the target group, but for me personally the Luminaire Lights only have a real use if I can create them by myself for my specific lighting situations (with the goal to save overall rendertime) and not have to use the ones that come with Cosmos. But I read already in the forums there are plans to do that, so looking forward for this 🙂
@@VladimirKoylazov thank you Vlado for tirelessly working on improving V-Ray along with your team 🤝🏻 your render engine is one of the best objectively and definitely best for me 👍🏻 also thanks for launching GPU caustics 🥳
Vray is so far behind. Implementing Vignette, polygonal regions, firefly removal in 2024… nothing AI related. It will soon become more and more irrelevant. Sad.
Really, which render engine has an equally advanced Framebuffer? And the firefly removal is not a simple post effect but deeply built in so that all the AOVs combine correctly. Haven't seen that in any other render engine? As for AI there are some things planned but nothing in the Beta as of now.
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Polygon Rendering is a nice feature I have been looking for a long time. The last feature is also helpful to know the exact render time spent in the scene.
That polygon region render within the VFB is going to be very useful.
Yup, even seems to work in bucket mode which is quite nice
Despite you don't have that much impressive number of followers but you channel is one of the top best
Haha, Slowly growing
Amazing, your videos are always very technical. They're my favourite.
It is insane that V-Ray is evolving 200 times faster than 3Ds Max. If I had a penny for every second Autodesk developers work on each update I'd be broke af
Great video btw, thank you Jonas!
I think comparing anything to 3ds Max Developement everything is in Lighting Speed :)
oooh finally a polygon region render!
Great summary, Jonas! I might sound pessimistic, but I honestly expected something major to bring V-Ray closer to the powerhouse Unreal Engine is becoming. I know, we're talking about a ray-tracer vs a game engine, but the latter looks so good at times, it's so robust and allows for so much iteration due to near-instant or instant responsiveness it's bound to get harder and harder for V-Ray in its current state to compete. I feel that Vantage needs to be merged with V-Ray for the entire package to be able to compete with UE.
i can't get over the number of buckets! great video
Haha it's never enough 🙂
As usual very good overview. Thanks
Great stuff, would love to see more tyflow videos, or maybe phoenix tutorials!
Yeah let's see, stay tuned :-)
Fab infor as usual, thank you.
Thanks a lot for the preview!!! It really helps, and even if small, some features really will speed up certain workflows, so another year Abonnement is a must :).
Do you mind me asking where you have the environment scene for the car from? The mountains/rocks?
You can find a tutorial about this in my channel :)
Good overview. Not bad . should check out vray again :-D
Thanks for those explained videos ,
I am wondering if there was a vray 6 update 2 new features explained or not ?
I think I skipped that because there were not that many new things added
I wish they would implement some kind of rayleigh scattering shader. Would really come in handy for physically correct atmospheric scattering for doing planet renders.
Yeah a proper volumetric shader is overdue. In the meantime I have a tutorial about faking planet atmospheres that you can find im my channel if you are interested 🙂
Doesn't Corona support something like this?
Good stuff. Thanks Jonas!
Excellent overview and I love your videos Jonas! That being said, this does feel like a bit of a disappointing full Vray release right? Mostly just tweaks/upgrades to existing features. Don't get me wrong, these all seem useful, but no real 'wow' feature. Feels more on par with a 'point release' rather than a full new version.
I think it depends on your line of work. I must say for me personally the most useful feature is the Firefly Removal, the rest I could live without but they are nice to have :-) I would also say it feels a bit more like an Update than a full release, but I guess with subscriptions new full releases are scheduled once a year so there is probably not much difference between inbetween updates and full releases anymore, as it is just cintinuously updated. And as a subscriber you always have the latest version, so the question if the upgrade is "worth it" is not really relevant anymore.
Jonas is right, we have as much development time between V-Ray 6.1 and V-Ray 6.2 as we do between V-Ray 6.2 and V-Ray 7. The major version signifies an incompatible break in the V-Ray API for 3rd party plugins like Forest Pack but is not related to the amount of features in the release. Other interesting stuff will be coming in the V-Ray 7 updates.
@@JonasNoell Thanks for the reply and agreed. I do a lot of animations in viz work, so the firefly removal is a huge help (and honestly long overdue). For years, my animations will occasionally be plagued with some firefly artifacts dancing in the background that the denoiser won't quite get rid of. I also like the new poly lasso region tool in the VFB. I have been wanting that for a long time. Outside of those features for me, it's just a bit lackluster I feel
@@VladimirKoylazov Thanks and that makes total sense! I guess I thought major versions were given more development time. Appreciate the response.
nice work .. how i get the 3d file in last tutorial ?
You can find my 3d files on my Patreon
so, with gaussain splats, should we not need use 3rd software to tracking for movie stage matching ?
Every time I set the save location in the render history, for example, or even add layers (Background,ICC Profile, Lookup Table) in the Vray Frame Buffer, when I start the render, both IPR and production, all the settings made are reseted(History is disabled) losing paths. I would like some help on how to resolve this problem.
Thanks for explain that V-Ray new features!
I can never click on these videos quick enough :)
Great video, the water shader for the enhanced VFB section is brilliant - any chance you have a tutorial for that? :D
Yeah just check out my channel (ocean shader)
Could you do video on open pbr material? Vray 7 and max 2025.3 both now support it.
I know this is a vague question but how do you get such vibrant colors right in the vray frame buffer and also avoid blown highlights
Thank you for sharing!
What tonemapping set up do you use in the frame buffer? It is always hidden (no doubt to save screen real estate).
Just standard Filmic Tonemap and maybe some curves/color adjustments.
if this is something like vray 6.5 it would be ok, but for vray 7? i need more new features
Like what for example?
@@JonasNoell GGX for FastSSS2, HDRI Caustics optimization, redone and optimized flake material (right now we have 3 of them? Why?), bump mapping looks inferior to other engines, V-Ray softbox looks old and needs an update, V-Ray fog environment with texture is unbelievably slow, last bucket splitting with DR, progressive Caustics with DR, missing like 50% of features in V-Ray GPU. for example some things that annoys me right now
@@akentos666 Yeah actually I wouldn't disagree with what you listed 🙂Especially the fog. It's borderline unusable. I just played around in Cycles/Blender and it's unbelievable how easy and fast that is compared to V-Ray. There should also be a proper volumetric shader in general. Also rendering VDBs feels really clumsy. There should be one shader that you can apply on multiple VDBs and not every VDB has it's own parameters...
whiting for V-Ray IES light GPU rendering support
top class tutorial jonas, and corona render more and more looking like an old crap software. incredible
Hello, good morning, is V-ray 7 out for sketchup 2024, friend?
Lovely
My PC can't use the GPU caustic feature. Do you have any notes on activating this feature? ( I use 3900x + 1080ti) Thank you!
You have to unlock that feature for the Beta through an environment variable in Windows. There is a thread in the chaos forum of how to do that so check out if this works for you.
for me the polygon region was the coolest new feature +
great !!
Sadly, these updates seem quite underwhelming to me. From what I can see, this is shaping up to be the V-Ray with the fewest improvements of all time... I was at least expecting the ability to animate lights in LightMix, something Maxwell has allowed for over 15 years with its Multilight feature. Or tools that enable the creation of any type of atmosphere, similar to what DreamScape offered. There are even plugins for Unreal Engine and Blender with far more advanced sky and atmosphere tools. Chaos also promised AI capabilities and a bunch of other features, but we haven't seen any of that yet
new control of grass is good but there is no option do make them smaller ?from pattern i mean gradient, like we can controlling it in areas by splines? sorry for english
I think it depends on the UV map of your ground geometry. So if you want smaller tiling you can do that by adjusting the UVs for that. Or if you don't want to mess with the existing UVs you can put it into a new Map Channel. But I don't think you can define it by splines
@@JonasNoell i chaos scatter when u include object in spline ther eis scale paramter which gives u control to make grass samller to far from edges its very realistic effect
Dear Jonas, i watched all your videos about Vray and i think you explain everything more then perfect , is there any chance to see video about Vray animation and integrate in video architecture .i mean in drone footage , i cant find something good explained anywhere thanks
Oh you would first have to match-move the camera, but then it should be pretty much standard exterior rendering or?
@@JonasNoell when you include video footage in 3ds max and your exterior project matching drone video footage
@@amirankakachia133 I have multiple tutorials about backplate matching. I would use those as a starting point.
@@JonasNoell thanks for your reply
was hoping to see a light flickering fixing too
Great video again Jonas! But this has got to be the least exciting V-ray update ever! The polygonal render region is ok, but not life-changing... it would be nice if they put a crop tool inside the frame buffer.
Yeah, I agree its more like an incremental upgrade compared to let's say NEXT to V-Ray 5. A crop tool, what you mean exactly? If you have some good idea there is a thread in the Chaos Forum for Feature Suggestions... :-)
@@JonasNoell Sometimes if there is some camera clipping in the render I'd prefer to crop it out before saving the image - it would save me the trip to Photoshop to do the cropping there :)
firefly removal, especially in VRay cam motion blur render - it's horrible. hope it can be fixed with vray7
I wonder.. I have a perpetual vray 6 license, I hope I won't be forced to go the subscription route? I've noticed that they won't allow new users to buy perpetual licenses anymore...
I didn't even know there are Vray6 perpetual licenses still, but I assume sooner or later and upgrade would place you in a subscription model i guess.
do you have a threadripper 64 cores?
Yeah, awesome CPU
great
All looks great, I'd love to upgrade from by ancient Vray 3 but until they start offering perpetual licenses I'm staying out.
is 3DS max and Vray still a thing these days? You hear so little about it.
Depends on the industry i guess. But Max is probably on the downward trajectory unfortunately
How to download vray 7
I'm a fan of V-Ray but UE is getting much better and faster, with these few updated and speed times, I don't think V-Ray has a chance to win into the future.
Still depends a bit on your usecase, though you are right the gaps are getting closer.
UE does not produce results that Vray does, I can absolutely promise you that. There’s a reason ILM and weta etc don’t use it
@@Vogueeeeee Unreal Engine is also still a bumbling mess when it comes to working with it. the workflow is all over the place and as unintuitive as it gets. So there is still a good amount of time to find ways to keep the offline renderers useful and to define what niche they want to serve in the future. Pretty sure that unreal and maybe unity aswell will eventually be used for alot of the jobs that do not need ultra realism, but this is 100% where offline render engines have to concentrate on with their improvements.
please could you me the characteristics of your computer it's really speed 💥💥
Threadripper 3990x, RTX4090, 64GB. Though the renderings are often time speeded up in post
Sadly very underwhelming. There are some decent things in it, but nothing that really rocks the boat... the splats and Luminaire truly feels like this is something they just added in because everything else just feels like more of a house cleaning release than anything else... GPU Caustics is a good addition and profiler might be decent, but looking at the total package, it does not even feel like something that Chaos would have put out as a major version number change in years prior.
wtf... which cpu?
From the HELP: GPU Caustics limitations: Reflection glossiness, Refraction glossiness, and Dispersion are not supported. In other words, completely useless and we've been waiting for this functionality for so darn long, already.
Oh wow, didn't know that. Yeah that definitely limits the use of them unfortunately, those features are quite important for most situations. :-(
Some nice little updates, having caustics in GPU will be useful... But, these should be free updates for 6 (especially the firefly removal, as that is a bug), yet I'm sure Chaos will be charging us all £600+ to upgrade our licences. 🙄
I didn't know there are still perpetual licenses. But if always having the latest features is important to you then the Subscription Model is probably the better option. I would assume perpetual license owners are happy with what they have here and now and plan to work in that state for the next years and are fine to skip a few versions.
@@JonasNoell Yeah, I'm holding on to mine, I'm not a fan of the subscription models of Adobe, it was a shame to see Chaos follow the same path. We're forced to pay a load for the upgrade because if you slip a couple of versions behind you then can't upgrade the licence, so unfortunately you can't skip a few versions without a huge financial hit. I'm sure thats ok for studios, but for freelancers it can be a lot.
I wish Chaos would finally add all the important and missed features to the GPU version first and leave a vfb poly selection for later.
There are GPU caustics now :-) Haven't really used GPU all that much, which other features are desparetely missing?
@@JonasNoell render elements, useful for baking; phoenix volume diffuse shader, separate folder for the rendered elements - are the main features I will be happy to obtain. I like Chaos and their products. All the best!
@@Sergey3xd Yeah, sounds like those would be important. Wasn't aware of this, as said I only used GPU from time to time now and haven't run into too many bottlenecks yet.
Most of them absolutely useless, they returned old settings from the old sky and called it new. Sticking with corona and Unreal engine for animations, even D5 is moving faster than v-ray. Developing team is heavily drunk.
Developing the extended sky model took months of research and calculations and the same for the firefly removal. They look like a couple of parameters but there is a lot of work behind them. Similar for the luminaires, which you won't find anywhere else. Not very visible in Jonas' example but the luminaire approach can lead to substantially lower render times and in general to more accurate lighting.
@@VladimirKoylazov Hi, could you elaborate on the more "accurate" lighting? Because as I understood it the Luminaire lights pre-calculate the lighting in a kind of volumetric grid which would be limited by its resolution and this way be always inferior to the properly raytraced approach in terms of precision and details?
I'm not an ArchViz artist so probably I am not the exactly the target group, but for me personally the Luminaire Lights only have a real use if I can create them by myself for my specific lighting situations (with the goal to save overall rendertime) and not have to use the ones that come with Cosmos. But I read already in the forums there are plans to do that, so looking forward for this 🙂
@@VladimirKoylazov thank you Vlado for tirelessly working on improving V-Ray along with your team 🤝🏻 your render engine is one of the best objectively and definitely best for me 👍🏻 also thanks for launching GPU caustics 🥳
@@VladimirKoylazov Can we expect any Ai features anytime soon? Like the AI Enhancer that Enscape has introduced?
@@marcatalyst Yes, we are working on a workflow to bring the AI Enhancer to Corona and V-Ray
😂
I'm a little disappointed
Vray is so far behind. Implementing Vignette, polygonal regions, firefly removal in 2024… nothing AI related. It will soon become more and more irrelevant. Sad.
Really, which render engine has an equally advanced Framebuffer?
And the firefly removal is not a simple post effect but deeply built in so that all the AOVs combine correctly. Haven't seen that in any other render engine?
As for AI there are some things planned but nothing in the Beta as of now.
What is your preferred render engine?
Which render engine have AI feature? I just wondering about it.. I don't know
@@ohy3dartist d5
D5 render @@ohy3dartist
不如d5
Comparing apples and oranges
That polygon region render within the VFB is going to be very useful.