The new version of V-Ray 3.0 comes with a brand new image sampler called Progressive Image Sampler. Instead of creating the image bucket by bucket, it renders the whole output at once and quickly clears the noise in it. It is similar to V-Ray RT as it renders subsurface scattering, V-Ray Environment Fog and uses the Irradiance Map and Light Cache GI solutions. The settings for the Progressive Image Sampler can be found in the Render Settings dialog in the V-Ray Tab under the Image Sampler (Antialiasing) roll out.
A new option in the Global Switches allows our users to greatly optimize and speed up the rendering of scenes with multiple lights. When this option is disabled (the default setting), V-Ray has to evaluate each light's contribution to direct light and GI for each visible point, and this slows down the rendering process. Enabling the Probablistic Lights allows us to specifiy a number of randomly selected lights that are going to be used in the evaluation of each visible point. Smaller values will speed up the rendering but may produce some noise, while higher values will reduce the noise and add additional calculations.
In V-Ray 3.0 a new check box "Use Embree" can be found in the System rollout. This option enables the Intel Embree ray caster which uses single precision instead of the default double precision. Currently in V-Ray, Embree accelerates only static geometry (as opposed to dynamic, or render-time geometry). To get the maximum performance, it is recommended to set the Default geometry parameter to Static - this will use more memory (any instances will be replicated), but the rendering will be much faster. You can also use Embree to accelerate 3D displacement and subdivision surfaces if you enable the Static geometry option in VRayDisplacementMod. Please note that this option can increase dramatically the memory requirements for the scene. Speed optimizations are also noticeable in scenes where Brute Force GI is used.
The VRayClipper Object is a new geometric primitive that can be used to clip away parts of the scene with a simple plane. It is a render-time effect and does not modify the actual scene geometry.
The render mask allows the user to define which pixels of the image to be calculated. The rest of the pixels are left intact. This feature works best with the V-Ray Frame Buffer and the Fixed or Adaptive image samplers. Use the "selected" mode to render only the selected objects or use the "Texture" mode to specify which pixels to be rendered. Black values in the map define pixels which are not rendered while pixels with other values are rendered. The texture should use screen mapping type.
V-Ray 3.0 can output images in the OpenEXR 2.0 format. This allows the user to take full advantage of the latest developments in compositing, including Deep Image Compositing.
A new material, VRayOSLMtl, has been added to allow the user to load OSL shaders and render them with V-Ray.
VRayMetaballs Object is a geometric primitive that can be used to create a raytraced iso-surface out of an existing particle system. The iso-surface is created at render time and is not generated as actual geometry.
The V-Ray lens effects options have been moved to the V-Ray Frame Buffer. This makes it much easier to adjust the Glare and Bloom post effects without constantly re-rendering the image.
To achieve a consistent color output, the new V-Ray Frame Buffer allows users to load and apply OpenColorIO color profiles to the rendered image.
Users can now take advantage of custom geometry tags and use a single VRayHDRI node to load multiple textures based on those tags.
Users can use a single VRayHDRI node to load multiple textures created in Mari or Mudbox.
Two new "include/exclude" lists have been added to the V-Ray Object settings - one for reflections and one for refractions. These allow the user to specify objects to be ignored or not during the ray-tracing of reflections and refractions for the current object.