Features 04

Fast SSS2

The new V-Ray fast SSS2 shader is a physical based SSS calculation that incorporates intelligent optimizations, under sampling and interpolation methods, to achieve unbelievable speed with superb results.

In some setups you can render them almost in real time, even in the interactive region render, you get very instant results. Overall the render speed is not much more than with a a normal diffuse material.


Fast SSS2 offers 4 different modes, all aspects are controllable by textures or shaders, also native cinema4d shaders, and all parts react like they would in reality to light. It comes in 2 flavors: one as new dedicated SSS2 material, like some know it already from newest 3d max version. The second as a new channel direct in our special, physicall BRDF material.

The SSS2 material can be blended with all BRDF channels seamless. Materials can be stacked on it, and it can be also blended using the V-Ray blend material for creating complex highend SSS effects.

Very important is that in contrary to other engines (v13p.e) the V-Ray fast SSS2 Material also stays fast with very high polygon counts and complex models. The example on the left side shows an image rendered in 9 seconds, full SSS2, textured, photometric lights,  full GI, 700000 polygons, @ ONLY 9 seconds render time!

 

With fast SSS2 you can produce materials like all kind of plastics, stone, marbles, jade, wax, skin, fluids like milk, juice, blood, oil, ketchup, fruits, vegetables, creams, food , plants, thin cut wood, fabrics, lamp shades, water, skin, leather, grass, furniture,..., all You can think of that has a scattering component.
Due to the consistent great calculation speed, there is no limit in SSS use anymore. It can be used for small objects or characters as well in big architectural scenes.
V-Ray fast SSS2 will bring a new level of SSS experience to Maxon Cinema4d, dont miss it!

 

See here in action the SSS2 shader in a small skin test movie by one of our users:


Advanced Dirt & AO Material shader

V-Ray gives you a very fast was to render high end AO (ambient occlusion), the V-Ray dirt material shader lets you produce AO scene wide or as shader(material based), Furthermore the material is also very nice to add procedual dirt. all aspects of it are texture driven, and it can be used multi layered to achieve complex dirt, stain and dust.

the above image is rendered without GI, only with a simple AO material and glossy reflections, render time 1min10sec. on our mac pro.

Special override material/override funtions

For professional light setup it is good to test the scene in a grey "clay material". in V-Ray this is an easy task, simple drag and drop any material to be used as temporal render material, without loosing the original assignment. even more it allows you to include and exclude certain materials from being override. so you can have still glass active for example and only the rest as clay material. it saves you many hours in setting up archviz scenes. (http://www.peterguthrie.net/blog/2009/04/vray-override-material/)

in addition there is a special V-Ray overwrite material that lets you set different settings for GI, color bleed, GI intensities, shadow and reflection on a per object/per material basis for deep artistic control.

Automatic "LWF"/linear workflow

V-Ray of course offers full linear workflow, called LWF. In contrary to other solution, V-ray gives you all needed choice, like custom gamma settings, special 8 & 32 bit workflow tools and custom interaction. Still if you want it easy, it does all at one simple click for you. just set desired gamma and click the "LWF button. V-Ray does the rest for you.

Advanced tone mapping control

Linear workflow is one thing all modern artist will want to use, but in additional also tone mapping from the 32 bit data tot he image output is essential. V-Ray offers state of the art tone mapping control. It allows the artist to exactly control all aspects of contrasts color and burn values.

New automatic proxy2:

With V-Ray proxy you can render billions of polygons. The possibilities for proxy use is anything that is high polygon and/ or used more than onetime in scene.
Render huge woods with many many thousand of detailed trees & plants, huge grass for wheat fields, 50000 of detailed cars, a stadium full of people or what ever you can imagine....
You can also use the Mograph shader to color each scattered proxy different or to give slight variations in color, to achieve nice natural looks. Proxies can be painted on object with Surface painter, scattered with Surface spread or Mograph. this image was rendered by Holger Schoemann with the great HQ plants. Another small example, a proxy wheat field by LAUBlab:

Here Mograph was used to scatter a proxy copy of an original group of object. the proxy object react like real objects, correctly with real area shadow, GI interaction, reflection, DOF, etc. the light comes from the physical sky.

In the same way you can use the surface spread plugin and or also the great surface painter. you can have as many proxies and also different proxies in a scene as you like.

 

Detailed multi channel environments & background

In V-ray the environment tab lets you control the background, reflections, refractions and the GI in separate channels. no need for multiply sky objects with setting compositing tags. the V-Ray environment lets you map, adjust and control all of these aspects in one tab. the Environment setting also work hand in hand with the Physical sky and can be per channel included/excluded to enable easy mixing of environment; hdri and Physcial Sky.

True 3d volume scattering & fog & volume light

 

Sometimes You want clouds, or fog, or real bad weather to be simulated. V-Ray can do all of this, not faked but really volumetric calculated(!), and fast. You can define the atmosphere or regions in the atmosphere (via gizmo objects) to really scatter light, as it does when it has fine particles of dust, smoke or water in it.  it also allows you to make visible sunbeams, like when sun shines through a window into a room or between the clouds.

In the same physical way the Volume scattering can be used to renders Volume lights. All aspects of light are really scattered, including full GI (!), Even though it is not faked but calculated on physical basis and therefore providing very real and exact results, the effect can be very very fast. In adding true volumetrics V-Ray changes the way you render. Take care it might make addicted.

together with the caustics feature, volume atmospherics and spectral dispersion you can render also pyhsical setups like this in V-Ray, like the unbiased engines, only in lighting fast speed, this example rendered only 1min 8 sec, with gi, full spectral calculation,  no precaching involved:


 

Mesh & Material photometric lights

V-Ray meshlights are available in 2 types. One as normal light where you can link an object to it, or directly as BRDF material attribute. Both types are real area lights with photometric control in watt and lumen. The brdf can be freely textured with images or c4d shaders (also layered) and UV mapped.

V-Ray fur

V-Ray fur is great for cool rugs, grass, and of course fur. all animated if you want, all setting can be defined texture driven. it is super fast, render time generated proxy like geometry.

 

On the right side a frame from an V-Ray fur test animation. the grass is generated via V-Ray fur, scattered on a c4d landscape object and animated via a c4d noise texture. rendered with full GI of course.

 


FULL MULTI PLATFORM- ONE LICENSE FITS ALL!

Last not least - VRAYforC4D is multi platform. the best is, with one license you can use BOTH Mac and PC at no extra cost.  each  license key works under osx (intel 10.5-10.6, 64bit) and windows (XPsp2-win7, 32+64bit) this enables really platform independent work. just use V-Ray on the OS you need and like....