V-Ray for Rhino is a photorealistic rendering software. Students at the School of Architecture are free to use SoA network licenses via the VPN.
Installation Instructions
Store information vray.us 9200 Indian Creek Parkway Suite 650 Overland Park, Kansas 66210 United States Call us: 816-525-0103 Email us: sales@vray.us. V-Ray for Rhino. All in One Visualisation for Rhino and Grasshopper. From architecture to product design, V-Ray for Rhino is a 3D rendering software that combines real-time and photoreal rendering in one package to bring your next design project to life.
Make sure Rhino is installed and functional.
Close all instances of Rhino.
Download and open the V-ray Installer.
The End User License Agreement opens, click I Agree
You will now be taken to the Installation parameters page. Leave The Rhinoceros 6 box checked and un-check V-ray Swarm
The next step is Licensing Setup. Un-Check License Server 5.1.1
Select Remote V-ray license server on the network
. Once selected, additional options will appear.
Under Primary License Server enter in: 128.2.24.236
For Alternate License Server 1 enter: flexserv19
Leave all other settings at default.
Select Install Now
Under the Finished section, Un-Check Help us improve V-ray for Rhinoceros 6
and select Finish
Things to remember
Licenses are limited to 110 simultaneous instances.
Close Vray when you don’t need it so that others may use it!
Alternate Solutions
$99 (1-year) student license can be purchased.
The geometry of your model probably has some context: a site, a neighborhood, etc. You might choose to extend your model to include much or all of this context, but that can get unwieldy, so it might be easier to add that context as a background image instead. That is an environment and in V-Ray there are two main ways to do this.
The model at right consists of a single glass ball. The environment of the ball is provided by an image of a sunrise, wrapped around the ball and rendered in the reflections and refracted light. That's what this is about.
In the V-Ray Asset Editor's 'Settings' area look for the 'Environment' options.
Click on 'Environment to expand that section.
The background setting may be a simple color (default=black), or a texture (indicated by the icon). If it is a texture, the brightness of the image is controlled by the numeric input field. The check-box () is used to toggle between background color and background texture.
When you click on the icon the right panel of the Asset Editor will open to reveal the Texture manipulation options:
If it doesn't say 'bitmap' under the image swatch (highlighted in yellow here), click on the word that is there to bring up the texture options list. Bitmap is up towards the top--pick it to display the options shown above.
At the right edge of the Bitmap area, click on the icon to select an image file as a texture image. This will bring up an OS dialog box to browse for the file. If the file is an HDR or EXR image, be sure the ColorSpace option is 'Rendering Space (Linear)'. If it is a JPG file, it's probably 'Screen Space (sRGB)'.
But Wait! There's More!You have now selected a Texture to use as the background or environment image, but there are a couple of additional details to take care of. Read on!
At the bottom of the Texture Options dialog are the UVW controls that determine how the flat geometry of the image you loaded is treated in order to make an environment. Click on it to explore the options.
A texture such as the one you just loaded can be used as part of a material (a 'channel') or as part of the background (an 'environment'). Click the blue text to select the appropriate settings (in this case UVWGenEnvironment)
Next, we need to tell V-Ray how the image geometry relates to the (spherical) environment of the model. There are several options:
The bottom of this panel is used when your image doesn't cover the whole sphere or when the top of the image doesn't correspond to the top of the environment. With luck you won't have to change these.
With your environment wrapped around your model, you will always have context for your images, though you do need to remember that the model is in the middle of a cavernous image. It won't cast shadows on the ground (search on 'shadow catcher' for more on that), and you can't 'place' model elements relative to the background easily.
If you wish to save images in the PNG format, you need to take care that you turn off Global Illumination in the Environment Overrides area. You can check that you have done this correctly by checking the Alpha channel in the VFB. It should be all-white. If you save as JPG the problem does not occur.
This approach is is actually quite similar in result, but different in process:
In the main Asset Editor window, select the Lights option.
This will reveal a list of the lights defined in your model.
Select the Dome Light. An options panel will open on the right side.
The Color/Texture HDR option is used to select an image to use as (a) a source of colored illumination, and (b) a background image for reflection and refraction. The texture selection and configuration process is almost identical to that for the environment (above).
There are a few other differences you might notice in the image above: