v5.00.04 Chaos Group V-Ray Next for 3ds Max Rental Options


Chaos Group V-Ray Next for 3ds Max Rental Options


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

Chaos Group V-Ray

Go beyond rendering

The world’s most complete 3D rendering software for high-end visualization and production.

V-Ray for 3ds Max is a production-proven rendering software. Known for its versatility and ability to handle any type of project — from massive, dynamic scenes having thousands of lights to a sublime still life – it is the go-to solution for artists and designers across 3D industries.

Award-winning rendering technology for any project.

For truly photorealistic renders, you want a raytracer that’s built for quality, optimized for speed, and ready to scale. V-Ray gives you the power to work with lightning-fast interactive and heavyweight production rendering—all while getting the most from your CPU and GPU hardware.

Built to handle your toughest scenes.

When you’re working with the biggest scene you’ve ever seen, you need a renderer that won’t let you down. Billions of polygons? Thousands of lights? V-Ray can handle it all. Render anything and everything with V-Ray. Adaptive Lights, Proxy Objects, Distributed Rendering— an arsenal of production-proven features when you need them.

Post-process your renders without the need of a separate tool.

V-Ray equips you with a complete set of lighting, shading, and rendering tools—all integrated with 3ds Max. The redesigned V-Ray Frame buffer with light mixing and layered compositing means you only need to use one tool for more than just rendering — no need to go back and forth between different apps.

Free up your machine with quick and easy cloud rendering.

Turn your computer into a supercomputer with easy access to cloud rendering directly from V-Ray. Keep working on your designs and render on the cloud.

Learn more about Chaos Cloud

Work seamlessly with other software.

V-Ray is compatible with all the most popular 3ds Max plugins — Substance, Forest Pack, Railclone, Ornatrix, Tyflow, Phoenix FD, and more. V-Ray is also the perfect fit for any pipeline with support for open standards such as Alembic, OSL, OpenColorIO, and now ACEScg.




V-Ray 5 for 3ds Max brings a modern and efficient material library workflow, faster look-development with material presets and flexible post-processing features that save you time and let you go beyond just rendering.

Now part of the V-Ray Collection
The ultimate 3D rendering and simulation toolset

Learn more

Go beyond rendering

Post-process your projects in V-Ray

v-ray 3ds max light mix


Explore lighting possibilities interactively in real-time. Use LightMix in the new V-Ray Frame Buffer to freely experiment with lighting changes after you render, save out permutations, and push back improvements you’d like to have in your scene.



v-ray 3ds max layered compositingLAYERED COMPOSITING

The new Layer compositor lets you fine-tune and finish your images directly in the new V-Ray Frame Buffer — without the need for a separate post-processing app.




Explore creativity without limits

Optimize your workflow


Efficiently browse from a library of over 500 render-ready materials including metals, glass, wood and more.



v-rau 3ds max material presetsMATERIAL PRESETS

Save time creating common materials with presets for aluminum, chrome, glass and more.



material previewMATERIAL PREVIEWS

New rendered material swatches show you exactly what your materials will look like.



coat layerCOAT LAYER

Add reflective coatings directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using Blend material.



sheen layerSHEEN LAYER

Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options in the updated V-Ray Material.



texture randomizationTEXTURE RANDOMIZATION

Add variety to your scene with the new VRayUVWRandomizer map and enhanced VRayMultiSubTex controls.




Automatically remove texture tiling artifacts with the new Stochastic tiling option on the VRayUVWRandomizer.




Weathered streaks and dirt in crevices are now easy with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion.




Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model.



And more


Use the behavior of light, rather than just geometry, to produce flexible masks for very efficient compositing. Built-in presets make getting started easy, while scripting is there for ultimate control.


Achieve better noise distribution with fewer samples.


Select industry-standard ACEScg for rendering with automatic color space adjustment for textures, dispersion, sun & sky, and light temperature colors.


Initial out-of-core implementation to handle your largest scenes.

vray next for 3ds max

Key Features:



vray 3ds max hybrid renderingCPU & GPU 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.


v-ray 3ds max denoiserDENOISING

Automatically remove noise and reduce render times with V-Ray or NVIDIA AI denoiser.




Render scenes directly to the cloud with a push of a button.

v-ray 3ds max resumable renderingRESUMABLE RENDERING

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



v-ray 3dsmax debug shadingDEBUG SHADING

Easily isolate textures, materials and geometry to help debug large shading networks in V-Ray IPR and V-Ray GPU IPR.




Lighting & Illumination

vray adaptive lightsADAPTIVE LIGHTS

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



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 lens effects LENS EFFECTS

Fast and accurate simulation of real-world camera lens effects like bloom and glare with dust and scratches. Fine-tune lens effects interactively while you render.


vray photoreal camerasPOINT & SHOOT CAMERA

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

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. Use melanin color as a base and Glint and Glitter controls for additional highlights.


vray 3ds max metalnessMETALNESS

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




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

v-ray 3ds max toon shaderV-RAY TOON SHADER

Quickly add cartoon and cel-shading effects to your 3D projects.


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 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

vray 3ds max volume renderingVOLUME RENDERING

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

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 cryptomatteCRYPTOMATTE

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

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.


  • 1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)


  • 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file (Actual amount required will vary with scene requirements.)
  • 2GB VRAM

Operating system

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

3ds Max

  • 3ds Max® 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020 and 2021 (64-bit)

USB port

  • Required for customers using legacy hardware lock, preferably USB 2.0


  • Only IPv4 required for distributed rendering is supported. IPv6 is currently not supported.

License Server

  • 4.5.1 or later

GPU Acceleration

  • NVIDIA CUDA with compute capability 5.21: Maxwell-, Pascal-, Volta- and Turing-based NVIDIA card(s) with latest video driver or at least version 441.28;
  • NVIDIA RTX with compute capability 5.21: RTX cards with latest recommended video driver or version 441.28;
  • 2GB VRAM
  • V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;
  • NVIDIA AI Denoiser: Maxwell, Pascal, Volta or Turing-based NVIDIA card with driver version 441.28

1CUDA compute capability and card reference

Build 5.00.04

Official Release, Hotfix 1

Date 14 July 2020

New features


  • Add render element that will expand to all beauty render channels;


Modified feature


  • Simplify the Image sampler options;


  • View image button should work for .tx bitmaps;


  • Add an option to not compute for the viewports;


  • Raise the default Refraction and Reflection Max depth to 8;


  • Add keyboard shortcut for Lock Pixel Coordinates (“L”);
  • Support for the color corrections and VRayDenoiser in V-Ray Viewport IPR;
  • Zoom key combinations support;


  • Progress of V-Ray Material Library download should display downloaded/total size in the installer;

Bug fixes


  • VRayDisplacementMod’s Subdivision not working far from scene origin;


  • Activating 3ds Max menus during IPR stops image updates in the VFB;
  • Memory leak with VRayDistanceTex;


  • Orthographic projection is not rendered properly with RTX;


  • Wrong objects in the exclude list when merged in scene;


  • NaN pixels occur with textured adaptive dome light;


  • Overlapping MaxScript names of gradient parameters;


  • Incorrect motion blur;


  • More noise with Blue Noise Sampling enabled for grid volumes;


  • Artifacts with Filmic tonemap;
  • Colorful halo with Lens Effects and positive Lightness values in the Hue/Saturation color correction;
  • Crash on consecutive V-Ray GPU IPR restarts when selecting different layers;
  • Crash on scene open when the scene was saved with legacy VFB LUT color correction;
  • Different convert to composite result if the first light is turned off;
  • Large color values are not formatted properly in pixel info;
  • Missing color corrections/post effects on image copied to clipboard;
  • Resize on region IPR when an image has been previously loaded from history;
  • Show corrected colors doesn’t work;
  • Switching from OCIO to sRGB and back loses the OCIO settings;
  • Window position can not be saved on a non-primary monitor;


  • “Too many open files” error when loading many LUT files;


  • Downloading the V-Ray Material Library does not work with network paths starting with “\\”;
  • The install log is empty when an error occurs;

V-Ray 5 Build 5.00.03

Official Release

Date 16 June, 2020

New features

  • V-Ray GPU: Add support for the VRayNormalMap rotation parameter;
  • VRayDirt: Add Streaks generation options;
  • VFB2: Add magenta-green tint slider to the White Balance color correction;
  • VFB2: History saved render settings loading and comparing;

Modified features

  • V-Ray: Add UI option to enable the MikkTSpace calculations from Global Switches;
  • V-Ray: Add UI option to switch back to the Native 3ds Max material swatches;
  • V-Ray: Optimize conversions between sRGB and ACEScg color spaces when using an OCIO configuration;
  • V-Ray Cloud: Animated parameters of VRayDistanceTex are not exported properly;
  • V-Ray Cloud: Animated position of geometry with large stationary interval differs;
  • V-Ray Cloud/V-Ray GPU: Add initial support for tyFlow instances rendering;
  • V-Ray: Faster calculation of VRaySun;
  • V-Ray GPU: Automatically disable Out-of-core rendering when the engine type is RTX;
  • V-Ray GPU: Implement Box sampler type for VRayVolumeGrid;
  • V-Ray GPU IPR: Endless updates when having a camera with tweaked tilt and shift parameters;
  • V-Ray Standalone: No image buffer rendering is implemented with VFB2, still processed output is written;
  • VRayDenoiser: Remove “Generate render elements” UI option;
  • VRayBitmap: Automatically set the transfer function and RGB color space for normal maps;
  • VRayLightSelect: Add Subsurface mode;
  • VRayMtl: Add some tooltips;
  • VRayMtl: Add fabric presets based on Sheen;
  • VRayOSL: Print warnings for unsupported OSL shader parameters;
  • VFB2: Add “None” option to hide the secondary color info in the status bar;
  • VFB2: Add a progress bar for the loading of the History images;
  • VFB2: Add image fitting types option and “Save in image” to the Background layer;
  • VFB2: Group the History compare buttons in a single flyout button;
  • VFB2: Implement renderer stats;
  • VFB2: Preserve the original RGB channel when saving;
  • VFB2: Save persistent settings independent on the scenes;
  • VFB2: Support for color corrections and settings transfer for V-Ray Cloud;
  • V-Ray Asset Browser: Add “Use real world scale” and “Use triplanar mapping” options on import;
  • V-Ray Asset Browser: Rename the “ME” button to “Open ME on apply” to be more descriptive;
  • V-Ray scene converter: Put the converted material nodes in Slate Material Editor for displayed materials after scene conversion;
  • V-Ray Toolbar: V-Ray Toolbar to look relative to the vrenderXXXX.dlr directory for icon files to aid network installations;

Bug fixes

  • V-Ray: Body objects are always rendered with draft quality;
  • V-Ray IPR: Incorrect VRayMtl with displacement texture after IPR update;
  • V-Ray Cloud: Per-frame export for animated parameters of Noise map;
  • V-Ray GPU: Crash or artifacts when VRaySwitchMtl uses the default submaterial (since Beta 1);
  • V-Ray GPU: Renders may get overexposed with VRaySun when changing scene units due to overflow;
  • V-Ray GPU CUDA: CPU bucket rendering crashes with On-demand mip-mapped textures;
  • V-Ray GPU CUDA: Crash with Fractal_3.osl OSL shader;
  • V-Ray GPU CUDA: IPR crashes when rendering Out-of-core with CPU device;
  • V-Ray GPU RTX: OSL maps crash with shaders with string outputs;
  • V-Ray GPU RTX: Random crash with particle system in the scene;
  • VRayDisplacementMod: Vector displacement produces wrong geometry with scaled objects;
  • VRayIES: Incorrect light cutoff when using the light shape for both shadows and illumination;
  • VRayOSL: Crash after deleting maps linked to VRayOSLOutputSelector;
  • VRayOSL: Shader and VRayOSLOutputSelector output values are reset when path to the OSL asset is modified;
  • VRayPhysicalCamera: Transfer exposure to camera is not working properly with Exposure Value (EV) mode;
  • VRayProxy: Wrong VRayParticleTex shading with alembic particle color (since Beta 1);
  • VRayVolumeGrid: .AUR files where the grid data is over 8GB are unreadable, fix requires Phoenix 4.20 and newer;
  • VRayVolumeGrid: Meshes are rendering without motion blur and the Mesh preview is broken when a modifier is applied;
  • VRayVolumeGrid: The resolved cache paths show huge numbers if looking at a frame outside the Timeline Origin – Play Length range;
  • VFB2: Crash when loading Layer presets (since Beta 2);
  • VFB2: Crash when saving all channels to .vrimg with LightMix, LUT and high resolutions;
  • VFB2: MaxScript error that prevents rendering occurs when submitting scenes to Thinkbox Deadline;
  • VFB2: Random crash with bucket rendering after multiple frames;
  • VFB2: Render view not updated when compare is disabled with no image loaded;
  • VFB2: Slowdown when rendering a scene with LightMix on V-Ray GPU;
  • VFB2: Sometimes Lens Effects layer UI becomes disabled no matter the enable flag;
  • .vrscene exporter: Error when exporting a scene with empty mesh object;
  • .vrscene exporter: Long string parameters containing escape characters get trimmed after 1023 symbols;
  • V-Ray Material Preview: 3ds Max 2021 hangs when creating Double Sided material in Slate Material Editor;
  • V-Ray Toolbar: Missing icons with light theme (since Beta 2);

Build 5.00.02

Beta Release

Date 28 May, 2020

New features

  • V-Ray: Add light path expressions support through mode of VRayLightSelect;
  • V-Ray: Add RGB primaries override for VRayBitmap option in the Color management;
  • V-Ray: Implement blue-noise optimization for the DMC sampler;
  • V-Ray GPU: Support for Environment and Self Illumination contribution for VRayLightSelect;
  • VRayNormalMap: Add Map rotation parameter;
  • VRayPhysicalCamera: Add EV parameter;
  • VRayProxy: Support common particle interface (IParticleObjExt) for Alembic that can be used with VRayInstancer and Phoenix FD;
  • VRaySun: Implement “Improved” Sky model;
  • VRayVolumeGrid: Velocity streamline preview;
  • VFB2: Background color correction;
  • VFB2: Filmic tonemap color correction;
  • VFB2: Image search in the History based on the saved scene name and note text;
  • VFB2: Solo button Alt+mouse click enables only one light and toggles all the rest in LightMix;
  • VFB2: Special element “Rest” in LightMix that includes everything not in the other elements;
  • VFB2: Support for rendering without a memory frame buffer;
  • VFB2: Undo for Layers actions;
  • .vrscene exporter: Add option to export only selected nodes;
  • V-Ray scene converter: Implement a converter for Physical Material to VRayMtl;

Modified features

  • V-Ray: Remove some old stale options from the Global switches;
  • V-Ray: Remove the Use local subdivs from Global DMC along with the subdivs parameter of Brute force GI, materials and lights that was dependent on it;
  • V-Ray: Simplify the Color mapping options;
  • V-Ray: Simplify the Light cache options;
  • V-Ray GPU: Add support for VRayUVWRandomizer stochastic tiling options;
  • V-Ray GPU: Optimize memory footprint for motion blurred geometry both on CPU and GPU;
  • V-Ray GPU: Skip degenerate faces when serializing the Embree tree;
  • V-Ray GPU: Support for matte objects through VRayObjectProperties;
  • V-Ray GPU: Support for VRayCarPaintMtl2 and VRayFlakesMtl2;
  • VRayALSurfaceMtl: Prevent values for the SSS radius parameters that cause artifacts;
  • VRayMtl: Add a “Default” preset;
  • VRayMtl: Use GGX shadowing for all NDF-based BRDFs;
  • VRayVolumeGrid: Speed up and use less memory for blending frames having Grid Velocity with Time Bend controls;
  • VFB2: Bucket outline improvements;
  • VFB2: Enable the denoiser for history and loaded images;
  • VFB2: Various usability improvements;
  • VFB2/VFB: Render button to execute Render command instead of Render Last;
  • VFB: Use all supported formats as default filter for loading image

Build 5.00.01

Beta Release

Date – Apr 29, 2020

New features


  • Add entirely new implementation of VFB with integrated Layers compositing


  • Add support for lights post-processing in the VFB2


  • Support for rendering in ACEScg color space with option to recognize the texture color space from the file name
  • Improve precision when rendering large scenes
  • MikkTSpace support for tangent normal maps
  • New version notifications in the VFB2 and render settings About section
  • Include the V-Ray AppSDK Python binding with the installation

V-Ray Asset Browser

  • A material library browser utility for the V-Ray Material Library

V-Ray Material Library

  • Add material library downloader working both standalone and as part of the installation

V-Ray Material Preview

  • Render the material previews with a custom .vrscene


  • Add Coat and Sheen layers
  • Add simple presets


  • Add simple presets


  • Add new car paint material with more precise flakes filtering and reduced memory usage


  • Add a texmap that should be used solely with the VRayBitmap’s and VRayTriplanarTex’s mapping source input with stochastic tiling support


  • Add randomized hue, saturation and gamma variance options
  • Add new Random by Face material ID/Object ID/Element modes


  • Rename VRayHDRI to VRayBitmap


  • Add new blending modes Color Shift, Color Tint, Blend Alpha Straight, Blend Alpha Premultiplied


  • Ability to be used as Mapping source for VRayBitmap


  • Add a map that supports PointCloud Color Channel


  • Support for environment lighting


  • New installer experience with integrated bundled products: Chaos License Server, Chaos Cloud client and V-Ray Material Library


  • Add support for Out-of-Core codepath
  • Support for 2D displacement
  • Rendering of Phoenix FD Particle Shader in Fog mode
  • Add support for OSL shaders
  • Add support for Cellular map
  • Add support for BerconTiles and Bercon Wood maps
  • Implement a per-device GPU memory tracker
  • Resumable rendering with progressive sampling

V-Ray Next, Update 3.2

Date – Apr 09, 2020

DownloadBuild 4.30.02

New features


  • Support for 3ds Max 2021
  • Support for “Bake to Texture” in 3ds Max 2021

Modified features


  • Improve performance scaling with 2nd gen Epyc dual 64-core setups 128 and more threads
  • Look for the XML file with the view graph for viewport IPR relative to the vrenderNNNN.dlr file location


  • Matte and Visibility control;


  • Add the ability to connect an OSL triple float output to a OSL single float input


  • Add MaxScript control for Test resolution through vfbcontrol

.vrscene exporter

  • Update SettingsPresenZ export

Bug fixes


  • 3ds Max frame buffer has the same resolution as VFB regardless of the “Get resolution from Max option”
  • Any click on the Light Cache preset dropdown changes the mode
  • Crash after baking to texture in 3ds Max 2021
  • EXR metadata in the VRayOptionRE is not saved with deep images
  • Fume FX render elements are missing in V-Ray renders
  • vRandom crash when rendering scene with VRayFur
  • vTiled EXR textures cause specific scene to render considerably slower compared to 4.1
  • VRayRenderID by node handle is not saved correctly in deep EXR output
  • Wrong 3ds Max Render output JPEG image with Test resolution

V-Ray, V-Ray GPU

  • Incorrect internal reflection in glass when glossy Fresnel is enabled


  • Deleting/updating VRayInstancer or assigned materials won’t cleanup material-clones-bindings and would lead to crash

V-Ray GPU/V-Ray Cloud

  • Anima AXYZ no animation when exported to vrscene
  • BerconMapping doesn’t render properly when exported to Standalone
  • Different result for BerconNoise in Standalone with some combinations of Noise
  • Function and Fractal
  • Tile UV mapping of the Bercon tile is not rendered properly
  • VRayMtlID render element renders black


  • Bucket rendering produces black output when AA Filter size drops below 1.41
  • Crash when rendering VRMesh files with more than 16 mapping channels
  • Crash with VRayLightMtl with Direct illumination enabled, applied to tySpline
  • Crash with VRayEnvironmentFog when switching from bucket to IPR between consecutive renderings
  • Rendering on GPU with NVLink spanning more than 2 cards results in a crash
  • vVRayMtl is missing glossy reflections on the back side if “Reflect on back side” is enabled

V-Ray Standalone

  • -skipExistingFrames breaks file output to current directory
  • -skipExistingFrames creates extra files in animation


  • Artifacts with custom geometry fog gizmo in a specific scene
  • Can not render with VRayNoiseTex used as density map
  • Renders significantly slower with Scatter GI in V-Ray Next


  • Material does not compose back to beauty properly
  • VRayLightSelect in full mode does not match beauty pass when diffuse amount is above 0


  • Float to int vector casts in shaders lead to crashes
  • Incorrect matrix multiplication results
  • Missing return statements in non-void GLSL functions lead to crashes


  • 100% white Opacity Map affects material Reflections


  • Crash in material editor preview rendering after editing OSL texture from MaxScript
  • Crash with Bitmap texture vrayattached to VRayOSLTex while exporting for V-Ray GPU


  • Compiling geometry time is increasing with each frame in animation rendering with V-Ray Standalone


  • Volumetric rendering slow-down with Volume Light Cache enabled with V-Ray memtrackerv

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

DownloadBuild 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: Why Should I Use V-Ray?

V-Ray is a powerful 3D rendering system that was built for designers, architects, and jack-of-all-trades. Learn about how artists use V-Ray.


How to Render an Underwater Shot with V-Ray Next for 3ds Max

Mario Cameras shows you how to render a convincing underwater swimming pool shot in V-Ray for 3ds Max, with fog and caustics.


Introduction to V-Ray Next Compilation

This is a compilation of the Introductory tutorials for V-Ray Next including 3ds Max, Revit, Sketchup, Rhino, Unreal, Modo and Houdini.  Most of these tutorials also have downloadable assets.


Introduction to V-Ray Next for 3ds Max

This V-Ray Next for 3ds Max tutorial covers how to set up, light and render an interior day scene. It also goes over the V-Ray Denoiser, Adaptive Dome Light and LUT adjustments. And a free demo scene is included.


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.


Creating Accurate Virus Structures in Maya

Shaun Keenan over at cgtuts+ recently posted on how to build accurate Virus Structures in Maya using the Molecular Maya Toolkit! Give it a look!