v4.30.01 Chaos Group V-Ray Next for Maya Rental Options


Chaos Group V-Ray Next for Maya Rental Options


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Smarter, faster and more powerful rendering than ever before

With powerful V-Ray Scene Intelligence, fully redesigned IPR, and 2X faster GPU production rendering, V-Ray Next is smarter, faster, and more powerful than ever.

Built to meet the creative demands of CG artists and modern production pipelines, V-Ray 3.6 for Maya is a full suite of physically-based lighting, shading and rendering tools tightly integrated into Autodesk Maya.


Production-proven ray-traced rendering with a full suite of tools to create professional photoreal imagery and animations.


Built to handle the absolute toughest projects and largest scenes.


Multicore CPU and GPU-accelerated rendering engines for optimized speed and scalability.

Creative Control

Real-time look development with interactive lighting, shading, and rendering.

Smart Integration

Integrated seamlessly into Maya and designed to fit any production pipeline.

An Industry Standard

Top artists and studios rely on V-Ray for Maya to create award-winning animation & visual effects.

Rent Additional Render Nodes Here:   Annual   Monthly


What’s new in V-Ray Next for Maya

chaos group v-ray next for maya adaptive dome lightAdaptive Dome Light

Faster, cleaner and more accurate image-based environment lighting based on V-Ray Scene Intelligence.


chaos group v-ray next for maya faster iprFaster IPR

Redesigned IPR for faster feedback and continuous updates.


chaos group v-ray next for maya al denoiserAI denoiser in Viewport IPR

The NVIDIA AI denoiser is now available for interactive rendering with V-Ray IPR in the viewport.


chaos group v-ray next for maya debugDebug shading/Isolate selected

Quickly isolate selected textures and materials to help debug large shading networks in IPR.


chaos group v-ray next for maya playblastsPlayblasts with Viewport IPR

Create high-quality previz and animation tests via Playblasts with Viewport IPR.


chaos group v-ray next for maya 2x faster gpu rendering2x faster GPU rendering

Fast new GPU rendering architecture that now supports more high-end production features.


chaos group v-ray next for maya gpu volume renderingGPU Volume Rendering

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


chaos group v-ray next for maya GPU bucket renderingGPU bucket rendering

Adds support for Cryptomatte render elements.


chaos group v-ray next for maya physical hair materialPhysical hair material

Render more realistic-looking hair with accurate highlights and new glint and glitter controls.


chaos group v-ray next for maya metalnessMetalness

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


chaos group v-ray next for maya toon shaderToon shader

Easily create non-photorealistic, cartoon and cel-shading effects. Now with new options for advanced line control.


chaos group v-ray next for maya v-ray layerd textureV-Ray Layered Texture

This powerful tool layers textures with blend modes and individual masking controls.


chaos group v-ray next for maya layered alembicLayered Alembic support

Now supporting Alembic 1.7 and layers for efficient handling and updating of Alembic data.


chaos group v-ray next for maya v-ray cloudV-Ray Cloud

Now in open beta. Render scenes directly to the cloud with a push of a button.

Key Features


chaos group vray for maya cpu renderingPowerful CPU rendering

Render superior images and animations fast with V-Ray’s highly-optimized and adaptive ray tracing technology.

chaos group vray for maya gpu renderingIncredibly fast GPU rendering

Get an added speed boost with GPU-accelerated look development and final frame rendering.

chaos group vray next for maya hybridHybrid rendering

V-Ray GPU CUDA now renders on CPUs as well as GPUs, to take full advantage of all available hardware.

chaos group vray next for maya resumable renderingResumable rendering

Stop your render at any point and continue where you left off.

chaos group vray for maya adaptive lightsAdaptive Lights

Fast new lighting algorithm that speeds up rendering in scenes with many lights.

chaos group vray for maya accurate lightsAccurate lights

Render natural, artificial and image-based lighting with a wide range of light types, shapes, and controls.

chaos group vray for maya global illuminationGlobal illumination

Choose from ray traced and hybrid global illumination methods for the perfect balance of quality and speed.

chaos group vray for maya materialsPhysical materials

Create physically-based materials with multiple layers – now with GTR/GGX shading for great looking reflections.

chaos group vray for maya shadersUnique shaders

For specialized materials, choose from a collection of purpose-built shaders for subsurface scattering, skin, hair and more.

chaos group vray formaya cameraPhysical cameras

Simulate any camera and lens with controls for exposure, depth of field and motion blur.

chaos group vray next for maya alsurface materialAlSurface material

General-purpose shader with layered SSS and glossy fresnel reflections — popular for skin.

chaos group vray next for maya mdl materials MDL Materials

Now supporting NVIDIA’s universal Material Definition Language format.

chaos group vray for maya materials libraryVRscans material library support

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

chaos group vray for maya cornersRounded Corners

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

chaos group vray for maya texturesEfficient textures

Work with multi-resolution tiled textures from top applications MARI, Mudbox and Zbrush.

chaos group vray for maya hair furHair & fur

Render realistic hair with support for Maya hair and fur, XGen, Ornatrix, Shave and a Haircut, and Yeti.

chaos group vray for maya volumesVolumes

Render optimized volumetric effects and import OpenVDB files from Realflow and Houdini.

chaos group vray for maya render elementsRender elements

Output a complete set of beauty, utility, and matte passes for total control in compositing.

chao group vray for maya frame bufferV-Ray frame buffer

Track render history, fine tune colors, and match final output with advanced color management.

chaos group v-ray for maya light selectFull Light Select render element

Render individual lights or groups of lights as separate render elements, with full support for global illumination, reflections and refractions for accurate light mixing in post.

chaos group vray for maya triplanar mappingTriplanar Mapping

Quickly apply seamless textures without UVs.

chaos group vray for maya proxy objectsProxy objects

Fit massive scenes into memory and cut render times using load-on-demand proxy objects.

chaos group vray for maya denoiserDenoiser

Automatically remove noise and cut render times by up to 50%.

chaos group v-ray for maya cryptomatteCryptomatte

Automatically generate ID mattes with support for transparency, depth of field and motion blur. This will speed up workflows for compositors working in NUKE or Fusion.



Progressive Rendering




Rendering Hair


V-Ray Frame Buffer


Max Ray Intensity

Note: for rush delivery please contact sales@toolfarm.com.

Please make sure that your system fulfills these requirements before installing V-Ray. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.


  • Processor – Intel® Pentium® IV or compatible processor with SSE4.2 support.
  • RAM – 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
  • USB Port – Required for hardware lock, preferably USB 2.0
  • TCP/IP – Only IPv4 is supported. IPv6 is currently not supported

The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.

Version of Maya Supported Operating System
Maya 2015 x64 Windows ® 7 SP1, Windows ® 8, and Windows ® 8.1 Professional
Maya 2016 x64 Windows ® 7 SP1, Windows ® 8.1 Professional, and  Windows ® 10 Professional
Maya 2017 x64 Windows ® 7 SP1 and Windows ® 10 Professional
Maya 2018 x64 Windows ® 7 SP1 and Windows ® 10 Professional


  • Processor – Intel® Pentium® IV or compatible processor with SSE4.2 support.
  • RAM – 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
  • USB Port – Required for hardware lock, preferably USB 2.0
  • TCP/IP – Only IPv4 is supported. IPv6 is currently not supported

The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.

Version of Maya Supported Operating System
Maya 2015 x64 Red Hat ® Enterprise Linux® 6.2 WS,  Fedora™ 14, or CentOS 6.2
Maya 2016 x64 Red Hat ® Enterprise Linux® 6.5 WS, or CentOS 6.5
Maya 2017 x64 Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 6.5 and 7.2
Maya 2018 x64 Red Hat ® Enterprise Linux® 6.5 and 7.2 WS, or CentOS 6.5 and 7.2

Mac OS X

  • Processor – Intel® Pentium® IV or compatible processor with SSE4.2 support.
  • RAM – 4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
  • USB Port – Required for hardware lock, preferably USB 2.0
  • TCP/IP – Only IPv4 is supported. IPv6 is currently not supported

The following table shows the versions of Autodesk Maya and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems and 64 bit versions of Maya.

Version of Maya Supported Operating System
Maya 2016.5 x64 Apple ® Mac OS ® X 10.9.5, 10.10.x, 10.11.3, 10.12 and 10.13
Maya 2017 x64 Apple ® Mac OS ® X 10.10.5 and 10.11.x, 10.12 and 10.13
Maya 2018 x64 Apple ® Mac OS ® X 10.10.5 and 10.11.x, 10.12 and 10.13

The requirements above are for the latest version of V-Ray in Maya, but please note that V-Ray 3.6 is available for Maya 2015+, V-Ray 3.3 is available for Maya 2013+ and V-Ray 3.1 is available for Maya 2012+

*Check also the Maya system requirements page: http://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/System-requirements-for-Autodesk-Maya.html

V-Ray Next, Update 2.1

Date – Jan 22, 2020

Download – Build 4.30.01

New features


  • Support for Maya 2020
  • Ability to export .vrscene package archive with all asset files
  • A tool for converting materials to V-Ray material

Modified features


  • Ability to add rounded edges V-Ray attributes directly to VRayMtl, VRayAlSurface and VRayBlend materials
  • Improved bucket rendering performance on 128 core NUMA machines

VRayBerconNoise/Viewport 2.0

  • Bercon noise Viewport 2.0 preview is now disabled by default for faster shader compilation


  • “Consider all objects” in the VRayAlSurface material now only considers other objects with VRayAlSurface applied

Bug fixes


  • Fixed crease artifacts in V-Ray subdivision with non-integer crease weights
  • Fixed -skipExistingFrames option not working properly in Standalone
  • Fixed post translate python with overridden VRaySettings node
  • Fixed automatic installation with config file
  • Fixed hash detection for EXRs files from OIIO


  • Fixed displacement with Bercon noise


  • Fixed a bug with negative values

Chaos Cloud

  • Abort submitting an incomplete animation to the cloud when the export was aborted by the user


  • Fixed a crash with motion blur on Linux
  • Fixed the GPU Device Select options becoming unavailable
  • Fixed a crash in Standalone on render end with textures with environment variables
  • Fixed a crash in IPR with on-demand mip-mapping for textures connected to self-illumination
  • Fixed artifacts with adaptive dome light
  • Fixed a crash with RTX in IPR with VRayFur when deleting source geometry

V-Ray Next, Update 2

New features include:

  • Full NVIDIA RTX support in V-Ray GPU — Make the most of the game-changing features in NVIDIA’s latest hardware.
  • Hash map-based Light Cache — Take advantage of a new, simpler Light Cache mode with improved animation performance.
  • Dust and Scratches lens effects — Simulate real-world lens effects with procedural dust and scratches.
  • Distance Texture support on V-Ray GPU — Set up your scene’s shaders and render effects based on geometry with V-Ray GPU.
  • Bercon Noise — Newly added support for the popular open-source noise texture.

V-Ray Next, Update 1 Build 4.12.01

New features


  • Improved light sampling on scenes with thousands of lights
  • Added memory tracking options to V-Ray Render Settings
  • Added peak memory consumption in EXR metadata
  • Added an option for consistent render elements for better compositing. Enabled by default on new scenes
  • Faster translation of mesh geometry
  • Added AppSDK with Python binding to installation
  • Added Lighting Analysis Render Element
  • Added efficient instancing for hair with “dynamic hair tessellation” and “stored in global hair tree” disabled
  • Added matte backfaces output to the surfaceLuminance mode
  • Added inverse exposure texture shader for compensating changes in physical camera
  • Command line interface tool for selecting rendering devices
  • Added an option to automatically exit vray -server if idle after a specified amount of time


  • Cryptomatte support for V-Ray Proxy sub-objects

V-Ray GPU/VRayAlSurface

  • AlSurface support on GPU

Chaos Cloud

  • Cloud window allowing direct submit from Maya


  • Added new light select indirect modes


  • Resumable rendering with GPU bucket sampler
  • VRayCurvature support on GPU
  • Support of Glossy Fresnel feature on GPU
  • Added support for CUDA-CPU rendering to the GLSL and MDL plugins
  • Added subpixel mapping checkbox for GPU bucket rendering
  • Support for multiple map channels for TexBitmaps in MtlGLSL
  • Support for the frame offset of the Maya file node when an image sequence is used


  • Cryptomatte support for all deep merge modes


  • Ability to apply lens effects in vdenoise


  • Added a random “Seed” and “Loop Textures” parameters to MultiSubTex


  • Added the anisotropy axis and anisotropy derivation controls to the VRayMtl


  • Added the color mode option to the VRaySun


  • Added support for VRayToon in glossy refractions


  • Added “Color Mode” dropdown in the VRayFastSSS2 material

VRayMtl/V-Ray GPU

  • Self Illumination GI for VRayMtl now visible in GPU-dependent UI


  • Added support for spline interpolation in VRayToonMtl ramps


  • VRayTriplanar/Viewport 2.0 Triplanar texture projections support for viewport 2.0
  • VRayOSLMtl/VRayMDLMtl Material select support for MDL and OSL


  • Faster updates in IPR when moving heavy geometry

Modified features


  • Optimized proxy visibility list controls for better proxy node performance in Maya
  • The VRayMeshPreview node will be created during the vrayCreateProxy command, not on an idle callback, making scripting easier
  • Removed unnecessary file reads when loading scene
  • Shader names list generation no longer happens on idle and is now more script-friendly
  • Removed the deprecated “use Maya shader” option from the VRayMesh node
  • Fixed slowdown and many warnings printed when instancing a VRayMesh with missing filename
  • XML material assignment override will now appear in the filepath editor
  • The vrayCreateProxy command will now return a string with the newly created node
  • The Maya Archive cmd will now take into account .vrmesh assets


  • Cryptomatte data channels will not be visible in the VFB, only the preview channel


  • Fixed AlSurface GI contribution going into the SSS channel
  • The global SSS toggle will now affect AlSurface

Chaos Cloud

  • Pre/Post Render MEL scripts are now executed when exporting for Cloud


  • Faster time to first pixel with V-Ray Fur
  • Changed the default frame number separator char to . in PTex baker
  • Automatic conversion from Color to AColor when using -parameterOverride in V-Ray Standalone
  • Added extra attribute for controlling 3dProjection’s number of motion blur samples
  • More informative error messages for image file errors
  • In DR, automatically delete cache_info_portNum.txt on render end if VRAY_LOCAL_CACHE_LIMIT_VALUE=0
  • Fixed inconsistencies with the merge by z-depth mode of deep rendering
  • Temp files are now created with read/write permissions for all users
  • Fixed VRayPlaceEnvTex Ground Projection not respecting Up Vector
  • The Up Vector default value now respects Maya Preferences
  • No longer force-switching to progressive sampler when changing the production engine to GPU CUDA
  • Faster export of user attributes


  • Fixed Softbox not having a swatch preview


  • MultiSubTex indexing will start from 1 for new scenes, making randomization work correctly


  • Save current channel from VFB no longer appends the channel name to the user-defined file name


  • Fixed some VRayMtl attributes not being listed in the channel box

V-Ray GPU/VRayEdgesTex

  • Show the “Show subtriangles” option in VRayEdges texture on GPU


  • Dome lights will contribute to ZDepthRE


  • More responsive IPR for heavy scenes

Bug fixes


  • Fixed crash when stopping IPR while compiling geometry
  • Fixed crashes when switching the viewport subdivisions ON/OFF while rendering
  • Fixed a crash and wrong subdivision of geometry in specific cases
  • Fixed changed material on instanced object not reflected in IPR
  • Fixed a crash with IPR if rounded edges attribute is added to a mesh-clipper
  • Fixed changing the “Use Image Sequence” parameter in IPR crashing Maya
  • Fixed slowdown with viewport IPR caused by an animation rig
  • Fixed flickering in IPR
  • Fixed unhandled exception in IPR when VRayPlane is shaded with direct VRayLightMtl


  • Fixed incorrect render of ALSurface if lighting render element is enabled


  • Fixed Streak particles having wrong transformation
  • Maya on remote desktop crashes on loading specific file
  • Fixed last user attribute not exported correctly in some cases
  • Maya drag’n’drop: added a special case for Windows file share paths
  • Fixed V-Ray not saving output image when data region is empty
  • Fixed wrong export of referenced render elements in batch
  • Fixed fatal error in some cases when starting DR if the host is not found
  • Fixed V-Ray printing an incorrect success message for writing output image with a missing asset in DR
  • Fixed noisy reflections with V-Ray Next for objects with cast shadows on, but visible in reflections/refractions off
  • Fixed refractive objects rendering darker with photon caustics from a dome light
  • Set a min limit of 1.0 to the AA Filter size
  • Fixed incorrect reporting of primitives with embree hair
  • Fixed crash when enabling/disabling reference scenes while running IPR
  • Fixed OSL crashes on post-Haswell processors
  • Fixed EXR files loaded in the VFB not having their integer REs displayed
  • Fixed slowdown on many-core machines with light linking
  • Fixed flickering of distant light sources with the adaptive lights and many light sources
  • Fixed slower adaptive lights with V-Ray Next compared to V-Ray 3.6
  • Fixed incorrect full light select element with VRayFastSSS2
  • Fixed -velocityAttrName parameter of ply2vrmesh not working for Alembic input files
  • Fixed resuming a bucket render resetting the progress to zero
  • Fixed artifacts with matte (matte for refl/refr = off) and adaptive dome light
  • Fixed super bright lens effects when using the NVidia AI denoiser
  • Fixed crash when enabling Bloom/Glare in the VFB while A/B compare is also enabled
  • Fixed bucket artifacts with adaptive lights
  • Fixed error with AI denoiser “Optix does not support cross-frame denoising”
  • Fixed DR may have watermarks if licenses are unstable
  • Fixed transparent objects with “cast shadows”=off rendering black when there is a VRayDomeLight behind them
  • Fixed “Direct visualization” option for caustics not working
  • Fixed aborting render after the last bucket skips saving img_file, keeping unfinished resume file


  • SamplerInfo Fixed Sampler Info relative coordinate system not working correctly


  • Fixed crash when baking textures with GPU
  • Fixed wrong rendering of rounded edges in Next GPU
  • Fixed wrong Cryptomatte in animation with V-Ray GPU
  • Fixed Volume Grid crashes with VRayFastSSS2 on GPU
  • Fixed missing secondary reflections on CUDA CPU with Stochastic flakes
  • Fixed VRayClipper not working correctly with disabled clip lights geometry and dome light
  • Fixed buckets different in sampling (noise level) with bucket sampling enabled
  • Fixed unhandled exception loop on specific scene when rendering with IPR and turning off lights
  • Fixed wrong worldNormals RE for SSS material hits in V-Ray GPU
  • Fixed a crash when a V-Ray Fast SSS2 material is used inside a V-Ray Override material
  • Fixed wrong normals of VRayLight Plane in V-Ray GPU normals render element
  • Fixed hybrid rendering failing with AI denoiser
  • Fixed Environment ZDepth color not matching V-Ray CPU
  • Fixed crash on render end
  • Fixed DiffuseFilter render element for FastSSS2 rendered incorrectly with V-Ray GPU
  • Fixed crash with XGen


  • Fixed Light select not respecting alpha of a textured light when the texture is constant


  • Fixed crashes in proxy export of multiple meshes caused by missing UVs
  • Fixed crash when loading huge alembic file with many color sets
  • Fixed a crash when importing alembic with degenerate faces
  • Fixed XML material assignment file not getting transferred in DR
  • Fixed crash when opening a scene with alembic layers
  • Fixed preview bugs with multiple proxies with different settings pointing to the same file


  • Fixed error when using Resumable rendering with Adaptive Dome light


  • Fixed compositing with BlendMtl not matching Beauty

Viewport IPR

  • Fixed slowdown when Hypershade is opened
  • Fixed slowdown when the “Selection Mode” is set to “Box”


  • Fixed artifacts with LightMesh and LightMtl with EnvironmentFog


  • Fixed Lens effects settings not resetting on a new scene


  • Fixed crash when V-Ray accesses UV-coordinates from an imported .vscene


V-Ray Next, Hotfix 1 Build 4.04.02

Bug fixes


  • Fixed Deep output not working with fragment merge mode set to “Z-Depth”
  • Fixed Deep output not working correctly with fragment merge mode set to “None”
  • Fixed some UI controls missing on objects from referenced scenes
  • Fixed different result between local and remote machines with certain UV setups in DR


  • Fixed artifacts when rendering displacement with VRay GPU
  • Fixed artifacts with Adaptive Lights
  • Fixed a crash in IPR when changing material in specific cases
  • Fixed some lights not shining when more than 65K objects are present in the scene


  • Fixed slow rendering in isolate selected when dome light is deselected
  • Fixed slow Viewport IPR with distributed rendering
  • Fixed Viewport IPR not working in Maya 2016 Windows OpenGL strict profile
  • Fixed artifacts and partial frames in certain cases when playblasting with Viewport IPR
  • Overscan will no longer break Viewport IPR


  • Fixed rectangle lights with texture and No Decay turned on emitting too much light


  • Fixed a crash when rendering with mayapy with Maya 2015


What’s new in V-Ray Next for Maya (4.04)

New features


  • Added support for Maya’s playblast feature
  • Isolate selected mode in IPR will now respect selected lights
  • Added support for selecting node groups in isolate selected mode
  • Added support for transformation changes of place3d nodes in IPR
  • Added support for VRaySphereFade and VRaySphereFadeVolume in IPR


  • Bucket rendering now supported with Brute Force GI
  • Added support for dispersion


  • Rolling shutter effect option

Viewport 2.0

  • Preview of VRayHairNextMtl dye color


  • Light blend intensity can now accept textures for better control and rim light effects


  • Added support for user attribute overrides


  • Sample C++ V-Ray plugins buildable with CMake shipped with the V-Ray SDK
  • Added access to vertex colors in GLSL
  • Added a slider for the opacity attribute of VRayLayeredTex
  • Added a search filter option in the Create from V-Ray Plugin menu

V-Ray Menu

  • Added tutorials and documentation links in the V-Ray Menu


  • Added support for sky model change in CUDA IPR

Modified features


  • Removed the _x64 suffix from environmental variables and made old variables work with a warning
  • Added denoise option to Object select render element
  • V-Ray kSolidFractal will now render the same as in V-Ray 3.6
  • Improved viewport IPR performance in Maya 2016.5
  • Improved loading times of large Alembic files in specific cases
  • Improved build time for embree dynamic geometry
  • Improved VRayToon normal and overlap thresholds range
  • Improved OptiX denoiser error messages


  • Attributes added in newer V-Ray versions will now show up in older scenes
  • V-Ray viewport buttons will now appear at the beginning of the layout


  • Improved GPU bucket rendering performance
  • Better load balancing for Hybrid rendering with bucket sampler
  • Adaptive Lights support for Brute Force rendering with Bucket sampler
  • GPU-dependent UI for VRayObjectProperties
  • GPU-dependent UI for VRayCarPaintMtl and VRayFlakesMtl
  • GPU-dependent UI for V-Ray lights
  • GPU-dependent UI for MtlWrapper
  • Added device name in the kernel compilation log message

V-Ray Displacement

  • Modified “Keep continuity” option to weld seams at vertices


  • Selection of sub-materials is now considered in debug shading
  • Refresh IPR when VRayMetaball parameters are modified


  • Material override will now affect Instancer


  • VRayScannedMtl now shows diffuse and bump normals render elements and works better with denoising


  • Proxy node’s list of shaders was not available to scripts immediately after creation
  • Invalid XML syntax for proxy material assignment file will now print appropriate error message


  • Updated the label and value range of line width in Toon Edges Override section

V-Ray Cloud

  • No layer token will be created automatically for absolute paths for cloud rendering


  • MaterialSelect render element now works with nested materials

Bug fixes


  • Fixed wrong preview of flip axis on proxy sequence
  • Fixed wrong material export when there are gaps in the MeshMaterial shader array


  • Viewport IPR buttons are not available on copied or hypershade viewport windows
  • VRayLayeredTex was missing a scroll bar
  • Orthographic Views are not working properly in IPR
  • Double specular highlight when rendering VRscan car-paint in GPU


  • Fixed fur behavior when not selected in isolate selected mode

V-Ray/V-Ray GPU

  • Fixed various potential issues uncovered by code analysis


  • Fixed a crash when rendering in bucket mode with no lights in the scene
  • Fixed a crash when deleting wrapped multi/sub- materials
  • Fast SSS2 now renders correctly in VRayLightSelect render element
  • Wrong render of VRayEdgesTex on subdivision surfaces
  • VRayEdgesTex renders black with “show subtriangles” enabled
  • VRayEdgesTex not showing in diffuse channel
  • Rendering with bucket sampler and no scene lights was endless
  • Fixed wrong GI scattering with environment fog gizmo
  • Fixed crash when toggling “Render as subdivision surface” on mesh with V-Ray Edges Tex texture in IPR
  • Fixed crash when changing alembic proxy visibility list in IPR
  • Fixed crash on a specific heavy scene
  • Fixed artifacts with adaptive lights in animation
  • Fixed artifacts in IPR in specific cases
  • Fixed VRayFastSSS2 material leaving artifacts with scatter radius is set to zero
  • Affect background option will now work with bucket sampler on GPU


  • Fixed crash with specific materials


  • DR server will now fail with an error if an asset can’t be received
  • Using paint color in specific VRayScannedMtl was not working properly
  • Fixed overbright pixels with adaptive lights
  • Fixed different DR buckets with auto exposure
  • Fixed crash with VRayGLSLMtl
  • Fixed crash when baking to ptex
  • Fixed crash when an empty blendBumpTex is connected to VRayMtl


  • Fixed crash with specific material setup
  • Fixed artifacts with bump multiplier


  • Fixed crash with keep continuity enabled on displaced proxy


  • Fixed compensate exposure for self-illumination


  • Fixed GI component of matte objects missing from LightSelect element Full type


  • Fixed darker result in isolate selected mode when rendering with dome light


  • Fixed a crash with a specific scene


  • Blank framebuffer when comparing images from history after effectResult is generated


  • Fixed crash on Skylake processors


  • Fixed missing velocity due to changed velocity attribute name in newer Maya versions


  • Display Camera Plane now works in isolate selected with debug shading
  • Fixed camera not updating in IPR in Light Cache Fly-through mode
  • Fixed updates on float inputs connected to certain textures’ alpha
  • Fixed objects in groups not updating their transforms when changing frame
  • Fixed an error message when executing post translate python scripts in V-Ray Viewport IPR
  • Fixed a crash when creating new objects very quickly
  • Fixed a crash when creating light links in IPR
  • Fixed VRayMtl fog color update in IPR
  • Assigning a material to VRayPlane was not detected in V-Ray IPR


  • Frame stamp was not visible with output image formats with alpha channel

V-Ray GPU/VRayProxy

  • Fixed crash with proxy mesh light with motion blur

V-Ray GPU/VRayEnvironmentFog

  • Fixed incorrect alpha on environment fog gizmos

V-Ray GPU/VRayDomeLight

  • Added support for the “Dim distance” parameter for dome lights on GPU

What’s new in V-Ray 3.60.02 for Maya

Now compatible with Maya 2018.1
Chaos Group have improved support for the Render setup in Maya 2018.1, and included a new option to set the maximum resolution for mip-mapped files to help speed up draft renders.

What’s new in V-Ray 3.52.03 for Maya

Here is the changelog provided by Chaos Group.


  • Fixed a problem when creating output image directory in limited access situations
  • V-Ray will no longer add an “rs_” prefix when using Render Setup with 2017 update 3


  • Fixed BlendMtl not rendering with OpenCL
  • Fixed failing OpenCL compilation on Linux
  • Fixed wrong UVs on bitmaps with driver versions 380 and up


  • Fixed a crash with light linking


  • Fixed unresponsive UI with OCIO and IPR


  • Fixed wrong SSS with glossy Fresnel enabled
  • Fixed missing GI from self-illumination with glossy Fresnel enabled
  • Fixed wrong alpha with mapped opacity and glossy Fresnel when seen in reflections


  • Now works with VRayLightSelect


  • Fixed a crash with Alembic file with no UV topology channel


  • Fixed SSS surface ID not working properly


  • Fixed wrong visibility in IPR when the base object is hidden


  • Fixed wrong display of vrscenes in the viewport

Texture Baking

  • Fixed crash when baking multiple objects

What’s new in V-Ray 3.5 for Maya

  • Adaptive lights: Fast new lighting algorithm that speeds up rendering in scenes with many lights.
  • V-Ray IPR: New in-process IPR starts instantly, updates faster and uses less memory. Changes to materials in the Hypershade Material Viewer are made in real time.
  • V-Ray Frame Buffer tools: Speeds up look development on individual objects with the new Render Mask: Isolate select tool. Select objects, materials and camera focus directly in the frame buffer.
  • alSurface material: General-purpose shader by Anders Langlands with layered SSS and glossy fresnel reflections — popular for skin.
  • GPU rendering improvements: Render larger, more detailed scenes using a lot less memory with On-demand Mip-mapping. V-Ray’s fast GPU renderer adds support for a wider range of production features.
  • Resumable rendering: Stop your render at any point and continue where you left off.

New in v3.4.05

New Features


  • Support for half-float TIFFs

Modified Features


  • Improved performance with dynamic geometry on machines with more than 32 cores
  • More robust detection of changed files for the bitmap cache


  • Support for textured hair widths

Bug Fixes


  • Tiff files weren’t closed properly on Windows
  • Fixed MultiMatte not working in VRayBlendMtl without MultiMatteID
  • Fixed crash with NURBS of first degree
  • Fixed wrong rendering of UDIM textures with frame offset
  • Fixed crash with viewport IPR panel in Hypershade


  • Fixed artifacts with soft shadows and shadow bias

Lighting Render Element

  • Fixed “Lighting” RE not generating correctly


  • Fixed slowdown when mouse tracking is enabled


  • Fixed failure with hardware acceleration on very large images


  • Fixed crash when baking to Ptex


  • Fixed Mac OSX support


  • Fixed watermarks appearing even with a license


  • Fixed crash when loading a cache while IPR is running
  • V-Ray maxRenderThreads setting will be respected during emissive lights creation
  • V-Ray GPU Fixed bump issues with UDIM tiling

New in v3.4.04

New Features


  • Support for Maya 2017
  • Added support for licensed V-Ray Scanned materials

Light Lister

  • Added “Solo light” option

Modified Features


  • Improved High-DPI support
  • EXR extra attributes now support the new render layer overrides


  • Added drag&drop support for attribute overrides in the new Maya render setup

Bug Fixes


  • Fixed image sequences offset and padding bugs
  • V-Ray can now use more than one processor group in Windows multiprocessor configurations
  • Fixed inconsistent ambient light behavior when hidden


  • Fixed Maya Render View not hiding on OSX and in some other cases
  • Fixed problems with non-ASCII symbols


  • Fixed viewport selection issues

Render Settings

  • Fixed blank tabs when other renderers are loaded
  • Fixed script errors when other renderers are loaded

New in v3.4.03

Bug Fixes


  • Fixed image sequences with an index out of the sequence range not rendering
  • Fixed crashes on old Maya versions on virtual machines and old GPUs
  • Fixed wrong result with material environment override
  • Fixed set driven keys not being exported correctly in some cases
  • Fixed export of textures with multibyte character names
  • Fixed outline appearing in the Matte shadow render element with certain sampler settings
  • Environment overrides now have textured previews in viewport 2.0


  • Changes to the Rounded Edges’ corners parameter were not detected


  • Fixed wrong animation range in the UI
  • Fixed mesh visibility lists not working after scene reload


  • Fixed issues with Ptex and vector displacement


  • Fixed UI issue with locked subdivs when “Use local subdivs” is disabled


  • Fixed different texture instances sharing the same UI control


  • Fixed crash when toggling the target


  • Fixed high CPU usage in Viewport 2.0


  • Fixed crash with PTC files and rgbPP expression


  • Now works with probabilistic lighting


  • The denoiser update button did not work after aborting denoise


  • Fixed issues with objects with identical names


  • Fixed crash when rendering archive

New in v3.4.02

New Features


  • Added Update button


  • Added standalone denoise tool

Modified Features


  • Support for material preview in Viewport 2.0 OpenGL core profile
  • Support for VRayVolumeGrid preview in Viewport 2.0 OpenGL core profile


  • Prevented the denoiser render elements from saving as separate files


  • Sped up texture sampling

Bug Fixes


  • Fixed slow IPR updates on old scenes with undersampling enabled
  • Fixed incorrect rendering of materials with self-illumination with light cache


  • Fixed fireflies on scene with VRayFastSSS2
  • Highlight glossiness rendered even if Trace reflections option was disabled


  • Viewport representation was flipped in some Maya versions


  • Clicking on the white area of the scroll bar in the color corrections window scrolls by just one pixel
  • Toolbar icons were not stretched over the entire buttons when screen dpi is changed
  • Fixed wrong positioning when zooming out


  • Fixed crash on OS X when hardware acceleration is enabled
  • Fixed artifacts on images with fireflies
  • Fixed black result on some computers with hardware acceleration

Texture Baking

  • Fixed occasional freezes on objects with empty UV sets


  • Fixed artifacts in the render

New in v3.4:

New V-Ray Denoiser

Removes noise automatically, cutting your render times by up to 50% with GPU acceleration. V-Ray’s denoising technology is non-destructive, giving you the original render and the denoised version for even more control in post. Denoising can be used progressively while rendering or after rendering, with support for animation and enhanced blending between frames with the standalone denoiser tool.

Works with Maya 2016 Extension 2

V-Ray 3.4 now supports the new render layers and motion graphics tools in Maya 2016 Extension 2.

GPU rendering improvements

  • Procedural textures supported by V-Ray RT GPU can now be used as bump maps.

Aerial Perspective

  • Control the color of atmospheric haze.

Faster Global Illumination

  • V-Ray Light Cache calculations are up to 15% faster.


  • New support for VRayMultiSubtex.

V-Ray RT improvements

  • Update render regions on the fly – without restarting the render.


What’s new in V-Ray 3.0 for Maya?

Faster Ray Tracing and Rendering Performance – V-Ray 3.0 includes a number of overall speedups, and the new optimized ray tracing core performs significantly faster.

Faster Feedback – The new Progressive Image Sampler delivers instant feedback to artists and makes lighting and look development quicker and more intuitive.

More Powerful V-Ray RT – New in V-Ray 3.0, V-Ray RT renders directly in the Maya viewport and supports final frame rendering and animated sequences.

  • V-Ray RT CPU uses the new Progressive Image Sampler and supports a full range of production features.
  • V-Ray RT GPU now supports Render Elements.

Advanced Characters and Creatures – Improvements to character and creature workflows include optimized Hair and Fur, improved Subsurface Scattering and a new VRaySkinMtl shader.

Color Accurate Workflows – An improved V-Ray Frame Buffer adds Lens Effects and advanced color corrections for White Balance, Contrast, Hue, Saturation and Color Balance. The VFB is now dockable and supports LUTs, ICC, and OpenColorIO color management profiles.

Volume Rendering – V-Ray 3.0 includes optimized Phoenix FD volume shaders to render all types of volumetric effects including fluids, fire, smoke and heat haze. OpenVDB grids and Field3D voxel data can be imported and rendered as surfaces or volumes using the new VRayVolumeGrid node.

Production-Focused Tools – V-Ray 3.0 is designed to give artists more control and flexibility. New time-saving tools include Max Ray Intensity to clamp secondary rays, Probabilistic Light Sampling which determines optimized sampling based on lighting contributions, and Render Mask to specify exact render regions using an object selection or image mask.

Pipeline Compatibility and Support for Open Standards

  • Alembic 1.5 for data interchange
  • GLSL for OpenGL shaders
  • OpenColorIO for accurate color management
  • OpenEXR 2.2 and Deep Images
  • OpenSubdiv including support for creases
  • OpenVDB and Field3D for volumes
  • OSL for programmable shaders
  • Ptex for UV-less workflows
  • UDIM and UVTILE for advanced texture workflows

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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.


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Procedural Shading with Maya & V-Ray

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Alembic Pipeline Workflow for V-Ray in Maya

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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.