PATCHED V-Ray 2.40.03 For 3ds Max 2009 – 2014 X86x64 🟤





 
 
 
 
 
 
 

PATCHED V-Ray 2.40.03 For 3ds Max 2009 – 2014 X86x64

with all my textures painted, i take them into v-ray and start testing them out. as ive already mentioned, i prefer to keep things simple so much so that i used only two shaders for this whole character: one for clothes and one for the skin. these are my base shaders and, from here, i can duplicate and build upon them as i see fit.

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ray tracing retested – does deathloop run much better

while deathloop’s latest patch promises improved performance and stability, especially with ray tracing, our data showcases little to no performance difference between deathloop’s launch day and patch 1 builds. as such, deathloop players shouldn’t expect much higher framerates when playing this new patched version of the game. that said, this patch is much smoother now that the game’s stuttering issues are apparently fixed. beyond that, the game can now be played at up to 240 fps, which wasn’t the case before now.

like what we said in our previous pc optimisation guide for deathloop, the game’s ray tracing modes run best when the game’s rt ambient occlusion (ao) is set to performance and the game’s sun shadows are enabled. this gives pc gamers access to all of the game’s ray-traced effects while maximising performance. that said, ambient occlusion’s performance mode does present graphical issues when interacting with deathloop’s grass and foliage. that said, these downsides are only present when the player isn’t moving.

instead of using fsr, this time we decided to use nvidia’s dlss technology to boost deathloop’s pc performance. below we can see the results, with dlss enabling higher performance levels with ray tracing than without ray tracing or dlss enabled. dlss makes ray tracing viable in deathloop, and unlike fsr, it doesn’t add more blur to the game.

the bundle includes 2 of my original v-ray brdf textures which are suitable for creating many different renderings using different rendering engines. whether you use v-ray, v-ray for sketchup, or any other standalone renderer, these textures cover a huge variety of reflections, refractions, translucency, materials, and textures.
after rendering, the renderings need to be cleaned to prepare for post production. as always, a major stumbling block when cleaning images is exposure. in particular, shadows and highlights. if you have already rendered your scene using v-ray, the exported files will already be in the correct exposure, but that’s not always the case. the hdr maps in my final sample are produced using a cubemap node. the cube node uses a 2 channel shader, where the red channel holds the exposure and the blue channel holds the brightness. the red channel represents the shadows and the blue channel represents the highlights. v-ray comes with some presets for common combinations of lighting, materials, and camera settings.
in the next video, i’m going to show you how to use presets for the pre-baked textures. if you create a clean image, it may not reflect the lighting or tonal values of the original scene. when capturing images within v-ray, you can tweak exposure of the image by dragging it around in the editor. this will reflect on the rendered images. pre-baked textures however, are not exposed in the editor to allow for the variation within the different images.
photoshop works differently. the exposure on the original image can be edited directly in the editor using the exposure slider, but the other settings, such as white balance, may not work on the same image. in this case, you will need to create a clean image of the correct exposure, save it as a psd, and then open up the clean image and duplicate it into your v-ray project. after doing this, you can re-map the new duplicate to be one of the desired presets. after that, you can replace it with the original for the final render. be sure to undos any changes you make and re-apply any unused preset settings after making your changes. of course, this method will not work for images that are currently open in photoshop, as the files will be locked. for this reason, i suggest creating a duplicate psd when doing this method.
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