Next Level GPU Rendering in V-Ray Next
Learn all about the new production-ready features and improvements coming to V-Ray GPU in V-Ray Next for 3ds Max.
Learn all about the new production-ready features and improvements coming to V-Ray GPU in V-Ray Next for 3ds Max.
A deeper look at the new hair shader in V-Ray next. It describes how to understand the shader in a more physiological way, then takes you through the steps of setting one up for Look development including using V-Ray GPU in IPR rendering.
The new automatic exposure and white balance settings in V-Ray next not only make the rendering process simpler and faster, but they also balance your renderings for both speed and quality.
Noise is a common issue with rendering, usually solved by longer rendering. Another solution is denoising. Using NVIDIA's OptiX denoising algorithm, V-Ray experiments with real time denoising based on deep learning.
A new smarter use of Image Based Lighting (IBL) through the V-Ray Dome Light, which is smarter and faster especially for interior scenes.
Now that V-Ray CUDA was rendering on both CPUs and GPUs, and producing the exact same results, V-Ray Hybrid rendering was officially born.
V-Ray Benchmark is a free utility to benchmark your hardware against other hardware when it comes to rendering with V-Ray.
A recent paper on computer vision from Stanford University, Universidad de Zaragoza, and University of California Berkeley explains the Saliency of VR.
We developed V-Ray scene files to help you move a scene from one application to render in another.
V-Ray GPU Benchmarks on Top-of the-Line NVIDIA GPUs
New to V-Ray for Revit, Rhino, and SketchUp, we are introducing V-Ray Swarm, which is an evolution of Distributed Rendering.
V-Ray GPU improvements in V-Ray 3.5 for 3ds Max
We take a deeper look at how to output the Active Shade VFB from V-Ray 3.5 for 3ds Max into a VR headset.
In short, resumable rendering is the ability to have incomplete renders resume where they left off.
Disney Research parametrically constructs eyes based on simple data
Understanding Adaptive Lights
We take a closer look at the Glossy Fresnel effect that will be added to to upcoming V-Ray service packs
Wikihuman project looks at using the alSurface shader on the new Digital Mike data.
Two tools to view your stereo cubemaps in VR
FX Guide article on V-Ray's stochastic flakes
V-Ray's implementation of the Anders Langlands' alSurface shader
Over the years, there have been many debates about whether biased or unbiased rendering is better.
Christopher Nichols talks VR and Environments for CGW's March / April issue.
Blagovest Taskov benchmarks the latest Polaris based AMD RX 480