v4.30.01 Chaos Group V-Ray Next for 3ds Max


Chaos Group V-Ray Next for 3ds Max


Download demos and trial versions, product documentation, free presets and more.

You May Download a Free Demo After Logging In!

The next generation of rendering

V-Ray Next Scene Intelligence delivers faster ray tracing, cleaner sampling, and more accurate rendering. That means you work smarter — not harder — by automating steps that used to take up valuable time.


chaos group vray next for 3ds max space


V-Ray comes with all the lighting, shading, and rendering tools you need to create professional, photoreal imagery and animation.


Built to handle your biggest projects and your toughest scenes. Render anything and everything with V-Ray.


Spend less time waiting and more time being creative. Deliver your best work and never miss a deadline.


V-Ray puts you in the driver seat. You’re in control. With V-Ray’s versatile features, you can choose the best approach for your scene.


Work the way you want – without interruption. V-Ray’s seamless 3ds Max integration keeps your workflow fluid and smooth.


Independent artists and top studios choose V-Ray every day to create world-class designs and visual effects.

Purchase Additional Render Nodes Here

For V-Ray for 3ds Max rental options, click here.


What’s New in V-Ray Next

V-Ray Next for 3ds Max, update 2
V-Ray Next for 3ds Max, update 2 introduces V-Ray IPR enhancements and V-Ray GPU updates to improve your workflow and let you quickly optimize your scenes. It’s now easier than ever to render efficiently with Memory tracking reports and Debug Shading in IPR.

V-Ray Next for 3ds Max, update 1
V-Ray Next for 3ds Max, update 1 includes a brand new Viewport IPR for quicker interactive rendering workflows. Work faster and create even better-looking images with features such as more accurate lens effects, as well as a host of GPU rendering improvements.

Feature updates

V-Ray for 3ds Max, update 2 adds IPR updates, Debug Shading and a new Memory Tracking report for textures and objects, allowing you to save time and optimize your scenes.
Boost your render time with the latest V-Ray GPU updates, including the popular alSurface shader for skin and VRayDistanceTex map.
SMARTER EFFECTSSpice up your projects with the V-Ray Toon material to create non-photorealistic, cel-shading effects. Or take advantage of the new Dust and Scratches lens effect to simulate real-world camera styles.

vray next for 3ds max

Key Features:



vray 3ds max hybrid renderingCPU, GPU & HYBRID RENDERING

Powerful CPU and GPU rendering built for the demands of high-end production. V-Ray GPU CUDA renders on CPUs as well as GPUs to take full advantage of all hardware.


vray 3ds max bucket renderingGPU BUCKET RENDERING

Faster multi-GPU performance on workstations and distributed rendering, plus added support for Cryptomatte render elements.


vray 3ds max scene intelligencePOWERFUL SCENE INTELLIGENCE

Automatically analyzes your scene to optimize rendering so you’ll get the best quality quicker than ever before.



Keep working while you render with the new viewport IPR. Interactivity in V-Ray IPR on the CPU is now faster and supports atmospheric effects.


V-Ray Denoiser

Automatically remove noise and reduce render times by up to 50 percent.


Instantly remove noise while rendering. Based on AI-accelerated denoising technology by NVIDIA.


You can stop your render at any point and pick up where you left off.


Improved V-Ray Scene export adds support for more features when rendering on Chaos Cloud.

Lighting & Illumination

vray 3ds max adaptive dome lightADAPTIVE DOME LIGHT
Faster, cleaner and more accurate image-based environment lighting. Up to 7x faster than before!

vray adaptive lightsADAPTIVE LIGHTS

This new algorithm dramatically speeds up rendering in scenes containing many lights.

vray 3ds max dispersionGPU DISPERSION

Now available in V-Ray GPU, render highly accurate light refractions that split into their component colors.


vray 3ds max lighting analysisLIGHTING ANALYSIS TOOLS

Accurately measure the light levels in your scene using the new lighting analysis tools.



Choose from several global illumination options – exact, approximate or a hybrid of both.


Simulate any type of natural, artificial, or image-based lighting with a wide range of light types.

Camera & Optical Effects

vray 3ds max dust scratchesNEW DUST AND SCRATCHES LENS EFFECTS

Simulate real-world camera lens effects with procedurally generated Dust and Scratches.




vray 3ds max lens effectsNEW LENS EFFECTS

New glare and bloom lens effects have been fully redesigned to be faster and more accurate than ever.


vray 3ds max rolling shutterROLLING SHUTTER

Emulate the warped motion blur effects common in digital video and cell phone cameras.

vray photoreal camerasPOINT & SHOOT CAMERA

Perfect renders are as easy as taking a snapshot with new Automatic Exposure and White Balance settings.


Instantly add GPU-accelerated glare and bloom for added photorealism. Fine-tune lens effects interactively while you render.

vray 3ds max photoreal cameraPHOTOREALISTIC CAMERAS

Real-world camera controls let you work like a photographer. Render images with detailed depth of field and cinematic motion blur.

vray vr camerasVIRTUAL REALITY

Experience your project in virtual reality. Create content for popular VR headsets with 6×1 cubic and spherical stereo camera types.



vray 3ds max physical hairPHYSICAL HAIR MATERIAL

Render more realistic-looking hair with accurate highlights and melanin color controls.


vray 3ds max glint hairGLINT & GLITTER HAIR CONTROLS

The V-Ray Physical Hair material adds new Glint and Glitter controls for even better highlights.


vray 3ds max metalnessMETALNESS

The V-Ray Material adds support for PBR shaders with new Metalness reflection controls.


vray 3ds max switchV-RAY SWITCH MATERIAL

Apply several materials to the same object and select the one you want at render time.



Load any texture or material that’s available in V-Ray Standalone and render it in V-Ray Next.



Create any type of physical material. From multilayered car paint to accurate subsurface scattering, you can make any material imaginable.

vray alsurface materialALsurface MATERIAL

General-purpose shader by Anders Langlands includes built-in SSS controls; popular for skin.


New, physically-accurate reflection model.


650+ scanned materials. Import and render directly in V-Ray.






Work with production-ready, multiresolution tiled textures from your favorite applications, like MARI, Mudbox and Zbrush.

vray triplanar mappingTRIPLANAR MAPPING

Quickly apply seamless textures without UVs.

vray rounded cornersROUNDED CORNERS

Generate perfectly smooth edges at render-time with no extra modeling.




vray 3ds max alembic workflowLAYERED ALEMBIC WORKFLOW

Efficient handling and support for Alembic 1.7, with layers.

vray dynamic geometryPROXY GEOMETRY

Render massive scenes with proxy objects. V-Ray proxies efficiently replace complex scene geometry and load only at render time.


Create complex cutaways and sections using any mesh object.

vray hair and furHAIR & FUR

Render realistic hair efficiently and flicker-free. V-Ray includes procedural fur, optimized hair shaders, and supports 3ds Max Hair&Fur, HairFarm and Ornatrix.

vray specialty geometrySPECIALTY GEOMETRY

Create unique geometry like infinite planes, metaballs, and isosurfaces, particles and object cutaways with render-time booleans.


Atmospheric & Volumetric Effects


Render fog, smoke and atmospheric effects that respond correctly to light. Bring in volume grid caches from Houdini, FumeFX and Phoenix FD.


vray 3ds max volume renderingGPU VOLUME RENDERING

V-Ray GPU now supports the blazing-fast rendering of volumetric effects like smoke, fire, and fog.


vray 3ds max fast fogGPU FAST FOG

Faster, better sampling of environment fog helps you quickly add depth to any scene with V-Ray GPU.

vray aerial perspectiveAERIAL PERSPECTIVE

Simulate natural looking skies with realistic atmospheric depth.

Render elements

vray render elementsRENDER ELEMENTS

Choose from nearly 40 unique beauty, utility and matte passes to give you more control over your rendered images in compositing.


vray 3ds max lighting render elementsIMPROVED LIGHTING RENDER ELEMENTS

Improved lighting passes provide consistent, artifact-free results independent of light sampling, as well as better support for the Adaptive Dome Light.



Now with full support for GI, reflections, and refractions for accurate light mixing in post.

vray cryptomatteCRYPTOMATTE

Automatically create ID mattes with support for transparency, depth of field, and motion blur.

UX & Interoperability


Review, analyze and post-process your renders directly in V-Ray’s advanced frame buffer. You can be sure your images will match your final output.



vray 3ds max multi languageMULTI-LANGUAGE TOOLTIPS

Tooltips are now in multiple languages: Japanese, Korean, Russian, Italian, Portuguese, and Spanish.


vray 3ds max cloud render checkCLOUD RENDER CHECK

Checks your scene to see if it’s ready to render on the cloud with Linux and V-Ray Standalone.


vray 3ds max rolling shutterENHANCED COLOR CORRECTIONS

VFB color corrections (incl. Background and LUT) can be saved with the final render as raw .vrimg or OpenEXR files. LUT strength can also be controlled.

Licensing details

The upgrade to V-Ray Next for 3ds Max will allow customers to use either V-Ray Next for 3ds Max or V-Ray 3.0 for 3ds Max.

V-Ray 3 Workstation for 3ds Max licenses will work with V-Ray Next Render node licenses so clients who use V-Ray 3 for 3ds Max (or other platforms) can render with V-Ray Next Render node licenses.

For more information, please refer to V-Ray Next for 3ds Max Compatibility Diagram below:

vray next compatability diagram


Toolfarm can only sell Chaos Group products to customers in North America (Canada, USA, Mexico). If you’re outside of North America, please visit Chaos’ website to purchase or find a reseller.


  • Intel® 64-bit or compatible processor with SSE4.2 support


  • 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file

Operating system

  • Microsoft® Windows® 7 (SP1), Windows 8.1, or Windows 10 Professional operating system

3ds Max

  • 3ds Max 2013 or later, 64 bit versions only

USB port

  • Required for hardware lock, preferably USB 2.0


  • Only IPv4 is supported. IPv6 is currently not supported.

License Server

  • 4.5.1 or later

V-Ray Next for 3ds Max v4.30.01

Date – Dec 19, 2019

Download – Build 4.30.01

Modified features


  • Print a warning when having memory frame buffer disabled and no output directory set

.vrscene exporter

  • Export Check for missing assets option


  • Update Chaos License Server to 5.3.0 if needed


Bug fixes


  • Artifacts with the Adaptive dome and trace sets
  • Bitmaps are not loaded for VRayInstancer in IPR if its source object is hidden
  • Thousands of warnings for invalid geometric normal flood on geometry shaded with hair material


  • Bitmaps are uploaded on every IPR update
  • Crash in IPR with On-demand mip-mapping mode when a Bitmap is linked to VRayMtl’s Self-illumination
  • Crash with RTX in IPR mode when VRayFur source geometry is deleted
  • CUDA error 700 with UDIM textures for the last tiles
  • High CPU usage when rendering with RTX on
  • Incorrect VRaySpecular render element with VRayHairNextMtl (regression since 4.30.00)
  • IFL textures do not load properly in IPR when OptiX on demand textures are used
  • Incorrect normals calculation with VRayMtl’s Displacement
  • Show “Camera Map Per Pixel” map as compatible
  • Square artifacts in specular element in bucket mode with specific scene
  • Square artifacts with adaptive dome light
  • V-Ray Light Lister causes IPR to render black in specific scene with Skylight

V-Ray GPU/V-Ray Cloud

  • VRayALSurfaceMtl General and Diffuse bump maps render the illuminated parts darker


  • Main window closes after IPR stop with 3ds Max 2016 and older (since 4.30.00)


  • The “Filter mult” parameter has no effect on bump maps


  • Crash with motion blur and dynamic tessellation


  • No Caustics received when sss mix is set to 1
  • Artifacts with Adaptive lights and Caustics

V-Ray Next, Update 3

Date – Nov 19, 2019

Download – Build 4.30.00

New features


  • Add a renderer parameter “options_useColorSpaceForBitmaps” that tells all VRayHDRI maps to determine the color space from the file name


  • Add support for RT cores of NVIDIA RTX cards
  • Add support for disabled “Memory frame buffer”
  • Support for Deep EXR output

V-Ray Cloud

  • Add the Chaos Cloud client app installer to the V-Ray for 3ds Max installer


  • Add a sharp isotropic texture filtering method
  • Allow UVW coordinates to be controlled through another map
  • Add a “Filter mult” parameter to control the blur separately when mapping coordinates are taken from another texture


  • Add the ability for normal texture maps to be a part of a shading graph in OSL for 3ds Max


  • Added support for Volumetric and Mesh mode rendering of the new TexUVW Phoenix FD channel

vrscene exporter

  • Export material IDs of materials used in VRayBlendMtl


Modified features


  • Improved sampling of directional lights


  • Adaptive dome VRayLight support for Light Cache from file
  • Add “Animation” and “Still” presets for the Light cache
  • Change the default values of the Progressive image sampler: Render time – 0; Noise threshold – 0.01
  • Multi-threaded execution of OpenEXR compression and decompression to improve performance
  • Update Embree to v3.2.0
  • Update OpenEXR to v2.3.0
  • Render Raytrace material as black to mitigate problems with it


  • Add GI contribution to the Isolate Selected objects in Debug Shading


  • Implement pre-multiplied Light cache that enables optimization of shading calculations on some scenes
  • Implement debug shading for selected sub-materials
  • Improved user-defined shaders (GLSL, MDL etc.) compilation
  • Optimize mesh transfers to multiple devices

V-Ray Cloud/V-Ray Standalone

  • Optimize rendering of Multi/Sub-Object material


  • Implement bump shadowing
  • SSS is not computed for materials seen through glossy refraction


  • Stochastic flakes are not visible through glossy refraction


  • Add “Mix amount” option to control texmap mix ratios


  • Remove the “color mapping” option


  • Add an option to disable lossy DWAA/DWAB compression for a render element


  • Rearrange the texmap slots


  • Add tooltips on texmap buttons, spinners and combo boxes for shader tweaks
  • Show shader description and help URL button if either is present


  • Improve errors logging


  • The render element should always be saved with lossless compression


  • Speed up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them
  • Equalize UVW coordinates of Phoenix Isosurfaces with those of the corresponding Meshes


  • Add “Save in image” option to OCIO color corrections, to save the corrected image
  • Add sliders for Lens effects’ “Intensity” and “Threshold” parameters
  • Enable setting of the render region via MAXScript outside the default resolution before rendering
  • Read the saved window position only for the initial render and use the last valid position afterwards
  • UI improvements for the VFB Lens Effects panel

V-Ray scene converter

  • Convert Raytrace maps to VRayColor

Bug fixes


  • Artifacts and flickering with “Hash map” Light cache in certain situations
  • Artifacts when using Adaptive dome light and VRayFur with VRayMtl on it
  • Artifacts with Adaptive dome and VRayToon
  • Crash in scenes with meshes with Point Cache modifier that are used in Forest Pro in animated mode
  • Bright spots in VRayGlobalIllumination render element with Falloff map in Shadow/Light mode
  • Compositing results don’t match with matte reflections if “Consistent lighting elements” is enabled
  • Lighting elements are not propagated through refractions with “Consistent lighting elements” enabled
  • Matte objects are present in the alpha channel when rendered through refractive objects
  • Memory tracking “GI” tag replaces “Misc.” when rendering with Global illumination
  • Physical Material with black reflections has dark outlines
  • The UI menus are active during rendering in 3ds Max 2020
  • Unhandled exception when having a PF Source with Mapping Object operator
  • Using camera clipping planes makes the dome light invisible
  • VRayEdgesTex always draws hidden edges when used as displacement texture
  • Wrong 3ds Max Render output JPEG image with Test resolution

V-Ray/V-Ray GPU

  • Artifacts with Adaptive dome light with “affect reflections” disabled


  • Wrong defocusAmount denoise element on proxy objects leading to artifacts when denoising
  • Face/Material IDs are offset with one when loading Alembic files


  • Wrong resolution when rendering a sequence with Test resolution and DR
  • Certain integer render elements are not displayed when loading EXR files
  • Crash when changing OCIO settings (View transform, Input colorspace) during Viewport IPR
  • History details comment is drawn over the previous one if changed via MAXScript
  • The scrollbar in the Color Corrections window hides some of the text
  • UI is not responsive with ICC color correction during IPR with V-Ray GPU


  • Crash when adding materials with VRayHDRI to a material library
  • Crash while scrubbing the timeline with VRayLightMtl in the scene
  • Crash with VRayOSL shading graph and VRayLightMtl with Direct illumination on
  • Crash with VRaySky texmap and Hair and Fur
  • Debug Shading’s Isolate Selected mode doesn’t work correctly for objects with opacity
  • Loops on building Light cache in a scene with VRayDistanceTex and Forest Pro
  • Starting production rendering during Viewport IPR causes endless Light cache phase
  • Unhandled exception with a Free Light and VRayLightMtl with Direct Illumination


  • Artifacts when using Metalness with Glossy Fresnel
  • Artifacts with Adaptive dome when objects are excluded from shadow casting in the light
  • Artifacts with VRayALSurfaceMtl and Adaptive lights v2
  • Bounding Box artifacts when rendering a VRayVolumeGrid
  • Crash with hidden faces on subdivided geometry
  • Crash during render with volumetrics
  • Crash on stop during Light cache phase
  • Crash when cancelling the render for scene with lights include/exclude lists
  • Crash when using VRayClipper on an object with material containing VRayCurvature map
  • defocusAmount denoise element is not generated with a standard cameras
  • Gaussian image filter doesn’t match the CPU one
  • Hidden edges of VRayEdgesTex is always on with VRayProxy
  • Hidden faces are being rendered during Light cache preview, creating wrong lighting
  • IPR with multiple GPUs produces CUDA_ERROR_INVALID_HANDLE on stop
  • Light cache doesn’t work with DOF and perspective camera
  • Nested refractive volumes are rendered wrong
  • Noisier results with Adaptive lights compared to Light tree
  • NVLink GPU allocations only done for Dynamic geometry
  • Optimized distance estimation for geometry heavy scenes
  • Random crash with tiled bitmaps
  • Refractions are rendered darker since V-Ray Next, Update 2
  • Unhandled exception when baking texture of a mesh with degenerate UVs
  • VRayVolumeGrids are not rendered correctly in VRayNormals render element

V-Ray Cloud/V-Ray Standalone

  • Extremely slow light cache for scenes with displacement texmaps
  • Matte reflections are not rendered


  • Artifacts around geometries intersections and SSS density scale close to 0


  • Holes in the clipped geometry when rendering with motion blur and the clipping mesh has animated skin modifier


  • Cracks with 3D Displacement and Keep continuity
  • Memory leak with 2D displacement
  • Tangent Vector displacement mode clamps the texture’s X and Y between 0 and 1 regardless of the Texmap min/max values


  • Function vr_textureSize returns (0,0) always


  • Duplicated IDs in VRayCryptomatte element with more than one Hair Generate modifier


  • Artifacts in raw render elements with Consistent lighting elements
  • Diffuse component should go in it’s respective render elements
  • Shade data is stored in VRayGlobalIllumination when Consistent lighting elements is on


  • Different specular reflections when rendering directional disc light with V-Ray Cloud/V-Ray Standalone


  • Error in V-Ray messages when creating new instance
  • No scroll bar in the map color space selector


  • Some VRayOrnatrixMod hairs have wrong velocity data with “dynamic tessellation”


  • Broken OSO bytecode export of a shader via MAXScript
  • Bucket artifacts with user attributes
  • Crash in microfacet(“ggx”) when roughness is greater than 0.0
  • Crash when detach and reattach a sub-texmaps
  • Custom shaders cannot access user attributes with V-Ray Cloud/V-Ray Standalone
  • OSL string mapper widgets should be displayed as dropdown choices
  • Tooltips for combo boxes and extra texture buttons can become too wide
  • Tweak’s min/max metadata inhibits changing parameter values
  • Wrong channel index read from the UV attribute


  • Vignetting along concave edges with Light cache and many lights


  • Crash when rendering with TexSurfaceLuminance


  • Crash when loading a scene while the compact material editor open
  • Difference in the VRayBumpNormals render element when rendering with VRayBumpMtl


  • Crash with undefined sub-material when displacement map is used in another sub-material


  • Toon effect missing on non-excluded geometry when the excluded object is hidden


  • Displacement scale in Isosurface mode is not the same as in Mesh mode
  • Empty grids filled with density using the opacity curve render with different density in V-Ray Cloud/V-Ray Standalone
  • Mesh mode with a 2D scalar Displacement map renders with artifacts


  • Refractive objects are white regardless of the Affect channels value with V-Ray GPU

V-Ray Toolbar

  • MAXScript error in vrutils.ms when trying to create a physical camera from a camera view without target

.vrscene exporter

  • Animated FOV on standard cameras is not exported correctly
  • Crash when exporting Forest Pro multiple instances with the same Surface with Boundary checking set to Edge
  • Disabled VRayVolumeGrids in Volumetric mode are still exported
  • Forest Pro object with VRayDisplacementMod is not exported to .vrscene file
  • Negative displacement through textures is not exported properly
  • OSL texmaps are flipped with V-Ray Cloud/V-Ray Standalone
  • Random velocity data is exported for Forest Pro instances when camera is specified
  • Some VRayMDL asset paths are not exported
  • Support for animated visibility range of VRayAerialPerspective
  • The VRayVolumeGrid’s “lightsmultself”, “gridreduct” and “mbgrid” parameters are not exported to *.vrscene
  • VFB Color Corrections are exported even when disabled
  • Wrong UVWs in scenes with OSL


  • VRAY4_FOR_3DSMAXXXXX_PLUGINS environment variable should be modified instead of overridden

What’s new in V-Ray Next for 3ds Max, Update 2

Date – June 05, 2019

Download – Build 4.20.00

New features

V-Ray Cloud

  • Indirect light select modes support

V-Ray GPU/V-Ray Cloud

  • Support for Substance 2 maps


  • Add support for VRayCurvature texture
  • Support for VRayDistanceTex
  • VRayALSurfaceMtl shader support


  • Overlay progress notifications in the Viewport IPR

V-Ray/V-Ray GPU

  • Debug Shading with various modes during IPR
  • Hash map based light cache
  • Native rendering of Corona scatter instances


  • Add V-Ray memory tracking support
  • Baking elements support for opacity map when doing projection baking
  • Implement barycentric mode in the VRaySamplerInfoTex


  • Ability to do test renders at lower resolution
  • Add keyboard shortcuts for mouse actions in IPR


  • Implement the 3ds Max OSL shading graph support


  • Add V-Ray’s Cel shader implementation support


  • Add support for V-Ray GPU render elements: VRayNormals, VRaySamplerInfo, VRayZDepth, VRayVelocity, VRayGI, VRayDiffuseFilter, VRayShadows, VRayObjectID, VRayRenderID
  • Modulate or replace the Fire Opacity with a texture in “Use Own Opacity” mode

Modified features

.vrscene exporter

  • Disable 3ds Max UI updates to avoid slowdown with animation export due to redrawing heavy scenes
  • Nozon PresenZ plugin parameters export
  • Optimize export time with particle systems
  • Support for pixel aspect ratio

V-Ray Bitmap to VRayHDRI converter

  • Should be usable through MAXScript
  • Use maketx instead of img2tiledexr by default

V-Ray Cloud

  • Add a warning when using VRayAmbientLight and Adaptive Lights


  • Add UI for resumable rendering with GPU bucket sampler
  • Add an option to save color corrections for the raw image output
  • Add support for VRayExtraTex exclude/include lists
  • Improve Light Linker memory efficiency
  • Remove OpenCL engine from the UI
  • Support for multiple map channels for bitmaps in VRayGLSL

V-Ray Toolbar

  • Add the “Submit to Chaos Cloud rendering” as separate button


  • Add a warning when there are render elements with filtering off and Progressive sampler as they are incompatible
  • Check for version compatibility between the DR servers and client
  • Displacement/subdivision tessellation outside the camera frustum should be coarser (reduces memory usage)
  • Display a warning when using Auto Exposure/White Balance with Region Render or Render Mask
  • Faster production IPR with complex scenes
  • Improve loading time for scenes with many V-Ray lights
  • Improved sampling for scenes with many light sources
  • Mitigate Windows freezing while rendering
  • Move the Authorization and About rollouts to the Settings tab
  • Optimized memory usage for scenes with many disc lights
  • Print a warning if the VRayLog.txt file is written to C:\ or unaccessible path
  • Print a warning when using the irradiance map with full light select elements
  • Remove writing of V-Ray shade maps
  • Update to Alembic 1.7.10
  • Use lower resolution on HiDPI displays with Viewport IPR


  • Better shadow terminator with strong bump maps
  • Remove the highlight glossiness slots from UI in Slate Material Editor and disconnect the texmap
  • Use the Oren-Nayar model for diffuse roughness


  • Ask to save the current modified scene when using the Open Scene command from History


  • Increase the number of texture channels to 16
  • Speedup compilation of shaders


  • Add support for “Position along strand absolute” mode


  • Dome lights should be adaptive by default


  • Implement an output selector for OSL
  • Improved initial rollout states


  • Use GGX as fallback for unsupported microfacet BRDFs


  • Support for shaders that use the trace() OSL function in the 3ds Max OSLMap texture


  • Extend VRaySmaplerInfoRE with tangent and bitangent in uv space


  • Deprecate for future use


  • Show the mesh preview together with the voxel preview when both are enabled
  • Speed up preview of AUR cache files by reading the grid channel data min-max range from their metadata
  • Support for OpenVDB 5

Full Release Notes


What’s new in V-Ray Next for 3ds Max, Update 1.2

Date – Mar 27, 2019

Download – Build 4.10.03

New features


  • Initial support for 3ds Max 2020

Modified features


  • Support for IES files containing the comma (“,”) symbol in the light’s description

Bug fixes


  • Blowup and Auto Region Selected produce stretched results
  • Crash when exporting vrscene to a non-existing directory
  • Direct light selects are always propagated through refractions
  • Drop action should fall back to default
  • MaxScript error occurs with viewport menus when V-Ray is downgraded to an older version with no viewport IPR support
  • Separate VRayCryptomatte REs names are not exported to .vrscene
  • Wrong keyframes export to .vrscene, breaking animation rendering


  • Viewport IPR has wrong perspective when switching the active viewport from orthographic projection
  • VRayDenoiser is not always applied on the complete pass
  • VRaySamperInfo render element is not exported
  • Wrong Object XYZ texture mapping for Volume grids rendered


  • Color corrections panel is missing when is maximized during IPR session
  • Lightness color correction with values close to zero lead to artifacts in Lens Effects results


  • Vertical shift is reset in the viewport preview


  • “Expand # to frame number” doesn’t work in the viewport


  • Volume grids loaded from OpenVDB caches that contain internal rotation render clipped with V-Ray GPU

.vrscene exporter

  • Crash when trying to export vrscene to a non-existent folder
  • Decimal separator changes randomly on every export in a specific scene


  • Silent uninstall does not work for V-Ray Next

What’s new in V-Ray Next for 3ds Max, update 1

Date – 29 November 2018
Download – Build 4.10.01

New Viewport IPR & Improved Interactivity

Keep working while you render with fast new viewport IPR. Interactivity in V-Ray IPR on CPUs is now faster and supports atmospheric effects.

New Lens Effects

New glare and bloom lens effects have been fully redesigned to be faster and more accurate.

GPU Bucket Rendering

Faster multi-GPU performance on workstations and distributed rendering, plus added support for Cryptomatte render elements.

GPU Fast Fog

Faster, better sampling of environment fog helps you quickly add depth to any scene with V-Ray GPU.

GPU Dispersion

Now available in V-Ray GPU, render highly accurate light refractions that split into their component colors.

Rolling Shutter

Emulate the warped motion blur effects common in digital video and cell phone cameras.

Glint & Glitter Hair Controls

The V-Ray Physical Hair material adds new Glint and Glitter controls for better highlights.

Improved Lighting Render Elements

Improved lighting passes provide consistent, artifact-free results that are independent of light sampling as well as better support for the Adaptive Dome Light.

Enhanced Color Corrections

VFB color corrections (incl. Background and LUT) can be saved with the final render as raw .vrimg or OpenEXR files. LUT strength can also be controlled.

Improved V-ray Cloud Support

Improved V-Ray Scene export adds support for more features when rendering on V-Ray Cloud. Now in Beta. Learn more

In Depth: 3D Renderers (Updated 29 January 2020) #3drenderer

There are so many renderers available out there, and how does an artist know what to choose? Although they really do the same thing, they work differently and have different results. Here is a breakdown of what the different renderers offer, not reviews, so you can decide which renderer is right for you.


360° Panoramic Renders with 3ds Max and V-Ray

Learn how to set up your renders with the optimal settings for 360° video with 3ds Max and V-Ray. There are two tutorials for reference.


Understanding Metalness in PBR workflow with V-Ray Next

Chaos Group has added a Metalness parameter to the V-Ray standard material in an effort to better support a PBR workflow in V-Ray Next.


V-Ray for 3ds Max - Portraying Leaves

Creating accurate, realistic leaves in 3D is difficult because of all the subtle differences present in the natural world.  TILTPIXEL partner Ramy Hanna explains the best tools and techniques to use in V-Ray for 3ds Max to get “impeccable results.”


3ds Max: Rendering Realistic Explosion and Smoke in V-Ray for 3ds Max

This tutorial, part of ” The Ultimate Introduction to V-Ray for 3ds Max ” course from Mograph Plus, shows you how to render realistic explosions and smoke in V-Ray for 3ds Max.


3ds Max: Create Detailed Sand with iToo Software’s Forest Pack

This step by step tutorial teaches you how to use Forest Pack’s “Forest Color” map features plus a bit of customizing, to create macro-photorealistic sand.


Creating rusty metal with V-Ray 3.3

Hammer Chen shows you how to create a rusty metal shader with V-Ray 3.3 and 3DS Max.


Setting up a Remote Dongle Server for V-Ray

“If you’re a V-Ray user, there’s no doubt you get a bit paranoid about losing your dongle, especially when out in public.” - Dave Gigard


V-Ray 3.0 Render Elements & After Effects

Paul Hatton takes a look at V-Ray’s render elements and how to composite them into After Effects.


Tutorial: Covering key features in Chaos Group V-Ray for 3ds Max

Here is a short overview on some of the key features in V-ray for 3ds Max and Maya.