Chaos V-Ray for SketchUp is the ultimate visualization solution for SketchUp artists and designers.
V-Ray for SketchUp is a 3D rendering software that combines real-time and photoreal rendering — all in SketchUp. From beginner to pro, V-Ray has all the tools you need to visualize your SketchUp projects from start to finish.
See your designs in real-time.
Seeing your Sketchup designs in real-time has never been easier. Now with V-Ray Vision*, you can visualize your designs in real-time while you work in SketchUp. Move around your model, apply materials, set up lights and cameras — all in a live real-time view of your scene.
*V-Ray Vision for MacOS will be supported in an upcoming release.
Rendering that’s as real as it gets.
With true-to-life lights, cameras, and materials, rendering with V-Ray is as real as it gets. For any project, you can see exactly how it will look. It’s as close you can come to the real thing before it’s built.
Get a headstart on your next project.
V-Ray comes with hundreds of ready-to-render materials that you can apply to any scene and access to an extensive library of video tutorials, free technical support, and helpful forums. In fact, V-Ray has one of the largest visualization communities, with a world of community-created content that’s readily available.
V-Ray is the ultimate power-up for SketchUp.
Truly, V-Ray and SketchUp are the perfect team. SketchUp is the world’s most widely used 3D modeling software for architecture and design. And V-Ray is the world’s #1 rendering software for architectural visualization. The two together are the perfect combo to take your designs to the next level.
Now, V-Ray® 5 for SketchUp gives you an essential collection of free ready-to-render assets and HDRI skies. Plus, we’ve boosted CPU denoising with Intel Open Image Denoise support and introduced more functionalities in V-Ray Vision and the VFB Compositor.
Enter the Chaos Cosmos.
Bring scenes to life with ease.
The new curated 3D content library, Chaos® Cosmos, brings essential entourage to share your vision in a captivating way. With carefully selected assets from categories such as people, vehicles, plants, furniture, and accessories, you can stage any interior or exterior.
Searchable through the new Cosmos browser, the assets can easily be placed anywhere in your scene and will be visible through any viewport you chose to work with. Spend zero time on geometry optimization or the material setup. In other words, the Cosmos assets are always render-ready and deliver high-quality results.
Transparent material reflections. Surfaces such as glass or water now reflect other scene objects in screen space.
Improved anti-aliasing. Present the finer texture details and small geometric elements like plants or facade ornaments with better clarity with the new Temporal Anti-aliasing method.
Triplanar textures and randomization support. Take advantage of the Triplanar texture projection and Stochastic texture randomization features in Vision.
Soft Sun shadows. Enable the new high-quality shadows mode so objects cast soft shadows depending on the Sun Light size multiplier.
More precision in post. Use any mask render element from V-Ray to select and color correct specific areas of the rendered image directly in the VFB.
Faster denoising for CPU. The new Open Image Denoise engine is perfect for interactive rendering. Don’t be constrained by specific hardware. V-Ray runs on any CPU configuration!
Archilime case study
Based in the UK, Archilime call themselves the architectural storytellers. An early V-Ray 5 for SketchUp adopters, they have been actively using and bringing the new V-Ray features into their workflow. Learn how features like the Light Mix, Light Gen, and V-Ray Vision help them and their clients work more efficiently.
With V-Ray Vision*, you can visualize your designs in real-time while you work in SketchUp. Move around your model, apply materials, set up lights and cameras—all in a live real-time view of your scene.
*V-Ray Vision for MacOS will be supported in an upcoming release.
CPU, GPU & Hybrid Rendering
V-Ray comes with two powerful rendering engines. You can choose between super fast GPU and CPU or Hybrid rendering to best suit your project needs and requirements.
Remove noise and dramatically cut the render times. With V-Ray Denoiser, you can denoise each render element in post-production. And with the NVIDIA AI Denoiser, V-Ray delivers instant feedback with less noise, while you design interactively.
Render interactively while you design. Fine-tune lights and materials and see the results right away. View the render result directly in the SketchUp viewport.
Powerful and scalable distributed rendering system that’s simple and fast. Get an extra speed boost with V-Ray Render nodes.
Smart Asset Editor
Create, edit and manage all of your assets including lights, materials, textures, geometry and render elements all in one place. All assets are structured in an intuitive folder structure.
Manage all of your scene files in one place. Set file paths, create scene archives, and keep track of assets like textures, IES files, and proxy objects.
V-Ray Color Picker
A powerful color-picker allowing you to choose the exact color you need with the right hue and saturation. Provides RGB color values and a Kelvin temperature slider corresponding to every color slot.
V-Ray Frame Buffer
Track render history and fine-tune color, exposure, render elements and more, directly in V-Ray’s frame buffer.
Universal Asset Preview
Preview your materials, lights, textures and render elements in a single viewer. Observe how parameter changes affect the appearance of the asset in a specific isolated setting.
Light Gen is a new V-Ray tool that automatically generates thumbnails of your SketchUp scene each one presenting a unique lighting scenario. Choose your favorite look and you’re ready to render.
Adjust the lights in your scene even after you render. With Light Mix, once your scene is rendered, you can interactively adjust the brightness and color of any light without having to render again.
Faster, cleaner and more accurate rendering in scenes containing many lights and image-based environment lighting.
Render photorealistic rooms and interiors with powerful and fast global illumination.
Render any type of natural, artificial, or image-based lighting with a wide range of built-in light types.
Sun & Sky
Simulate realistic daylight, sunrise and sunset, even as the sun dips below the horizon, for any time and location. SketchUp sun animation is supported.
Lighitng Analysis Tool
The new Lighting Analysis render element makes it easy to visualize the real-world illumination (Lux) values of any scene.
Work like a photographer, with controls for exposure, white balance, depth of field and more.
Render VR-ready content for popular virtual reality headsets with the help of the VR Camera types in Stereo mode.
Interactive lens effect
Instantly add GPU-accelerated glare, bloom and procedurally generated dust and scratches for added photorealism. Fine-tune lens effects interactively while you render.
Automatic Exposure & White Balance
Capture the perfect exposure every time. The new Auto Exposure and Auto White Balance camera controls make rendering as simple as point and shoot.
Create great looking materials or select from 500+ readily available ones in the asset library. From multilayered car paint to accurate subsurface scattering, you can create any imaginable material.
Create realistic and unique shaders using any texture map or one of V-Ray’s many built-in procedural textures – Gradient, Temperature, Tri-Planar, etc.
The V-Ray Material provides support for PBR shaders with the Metalness reflection controls.
To create more realistic materials, we’ve added new tools that randomize textures and colors. The VRayUVWRandomizer lets you randomize texture coordinates and includes Stochastic Tiling that automatically fixes repeating textures.
1000+ scanned materials. Import and render directly in V-Ray.
Atmospheric & volumetric effects
Quickly add realistic atmospheric depth and haze and use true 3D fog with realistic light scattering.
Simulate natural looking skies with realistic atmospheric depth.
Realistic material light scattering and translucency.
Bring more detail to your project with memory-efficient proxy models of complex objects like grass, trees, cars. Import and render V-Ray scenes (.vrscene) as references from other applications such as 3ds Max, Rhino, and Revit.
V-Ray Scene Importer
Import any .vrscene file directly as a SketchUp model with correctly sized and positioned objects, proper texture placement, lights and proxy references.
Quickly add surface detail without extra modeling with the optimized V-Ray displacement. The 2d Displacement mode is perfect for architectural materials like brick and stone.
Create realistic grass, fabrics, and carpet with V-Ray Fur.
Section Cuts & Clipper
Easily create quick cutaways and section renders with V-Ray Clipper. Convert any scene object to a clipper.
Choose from many unique beauty, utility and matte passes to give you more control over your rendered images in compositing.
Cryptomatte Render Element
Аutomatically generates and stores object- or material-based masks. It’s perfect when you need to accurately select objects in post-production.
Please make sure that your system fulfills these requirements before installing V-Ray.
Processor – Intel 64, AMD64 or compatible processor with SSE4.2 support
RAM – Minimum 8 GB RAM, recommended 16 GB RAM
TCP/IP – Only IPv4 is supported. IPv6 is currently not supported
Operating System – Windows® 8.1, Windows 10.
SketchUp – SketchUp 2017, 2018, 2019, 2020, 2021
GPU Support -Maxwell-, Pascal-, Volta-, Turing- and Ampere- based NVIDIA card(s) with latest video driver or at least version 411.31
For more info, see GPU Rendering.V-Ray Vision requires a Graphics card with DirectX 11 or DirectX 12 and Shader Model 5.0 capabilities.
Processor – Intel 64, AMD64 or compatible processor with SSE4.2 support
RAM – Minimum 8 GB RAM, recommended 16 GB RAM
Hard Disk Space – Minimum 2GB, recommended 12GB (includes additional downloadable content)
TCP/IP – Only IPv4 is supported. IPv6 is currently not supported
Operating System – Apple® macOS 10.10.x or higher
Sketchup – SketchUp 2017, 2018, 2019, 2020 and 2021
Note: V-Ray GPU works only with C++/CPU devices under macOS. V-Ray GPU can still be used in distributed rendering where a macOS machine runs the CUDA engine on a CPU device together with Windows/Linux machine(s) running CUDA engine on GPU device(s).
V-Ray Licensing Policy
Our new License Server introduces flexible licensing for all Chaos Group products, without the need for any physical devices to be plugged into the machine. The license can be activated or released in a floating license environment.
Customer support is available only for V-Ray 5 and V-Ray Next (V-Ray 4). Earlier versions are no longer supported.
Official release, update 1.5
Date – July 20, 2021
Chaos License Server updated to version 5.5.4
Chaos Cloud client application updated to version 1.12.0
Cosmos client application updated to version 2021.7.14
Cubemap image export implemented. Select one of the new Camera Type options to enable it – VR Cubemap 6×1 or VR Cubemap 6 images
An issue sometimes causing an incorrectly lit patch (distorted rectangle) to appear in exported VR Spherical Panorama images is resolved
A custom set of HDR images can now be used for scenarios generation
An option that allows for scene lights to remain active on scenario application is implemented
The custom Sunlight orientation is no longer modified when a HDR scenario is selected
Improvements & Bug Fixes
Materials connected to an Attribute extension in another material are now correctly listed as sub-assets in the Outliner
Materials saved to a custom Library location before a valid preview image is generated now correctly use the default asset icon
Added support for OSL material and textures. Such can be loaded from a manually created vrmat containing TexOSL or MtlOSL plugins
A number of issues preventing V-Ray for SketchUp from installing properly are resolved
Proxy previews optimized. Proxy Meshes, Proxy Scenes as well as Cosmos asset previews are now generated significantly faster
All files required by the OSL compiler are now included in the V-Ray’s installation folder. TexOSL or MtlOSL plugins loaded from a manually created vrmat can now be rendered
Proxy Meshes rendering is optimized leading to significantly shorter render times on machines with many cores
The VFB’s Display Correction mode now affects the history image thumbnails
Official release, update 1.4
Date – June 22, 2021
Improvements & Bug Fixes
An issue prompting errors on SketchUp launch is resolved
Section planes in SketchUp 2017 are no longer ignored
Official release, update 1.2
Date – April 8, 2021
Improvements & Bug Fixes
Cosmos client application updated to version 2021.3.22
Light Mix Environment adjustments can now be transferred ‘To Scene’
The Chaos login url opened after installation is updated. The online licensing is automatically activated to prompt login right away
Lighting Analysis render element changes are now automatically updated in the VFB
Packing a project with an unsaved model no longer fails silently. A message that clearly states – The model must be saved before it can be exported – is now displayed
An issue preventing specific geometry and light assets from being purged is resolved
Scenes created with V-Ray versions older than 1.4, later loaded and saved with V-Ray 5, update 1 no longer lead to a crash. This also applies to 3D Warehouse models saved with V-Ray 1.4 or earlier
Official release, update 1.1
Date – Mar 24, 2021
The Vision window is once again parented to the host application (Windows only). The temporary workaround positioning the window on top of all other windows (always on top) is removed
A regression preventing V-Ray Proxy Scene references from being loaded in Vision is fixed
Rotating a Proxy Mesh or a Cosmos Asset using a scale different than 1 no longer distorts the object
Very small Proxy Mesh scaling factors no longer cause the mesh to appear incorrectly in Vision
MacOS: Vision can now be used on macOS 10.14 – Mojave or earlier
The Tone-mapping Curve option state now persists between sessions
Navigation controls now work as expected when running Vision through remote desktop
Scene loading progress bar implemented
Deleting an object in a heavy scene no longer takes excessive time
Geometry scene data loading is optimized making heavy scenes faster to load and view in Vision
The Proxy Mesh LOD system no longer causes issues when a layered material is used. This improves Vision compatibility with some 3rd-party assets
The FreeImage library used for loading textures in Vision is replaced with OpenImageIO
The texture mip-map level variations creation is optimized making it faster to load scenes with many large textures
Textures containing built-in mip-maps are now loaded in a more optimal way. This applies to textures from the built-in material library and Cosmos
A number of issues related to .tx texture loading are resolved. Textures will no longer appear vertically flipped or with a black band at the bottom
The Orbit Navigation mode is improved in various ways. The Vision window size is taken into account when zooming, orbiting and panning to ensure consistency when resizing the app window
A number of issues causing an incorrect spherical panorama output are resolved
Asset download progress indication implemented. See the Asset Editor section for details
Asset upgrade function implemented. See the Asset Editor section for details
A number of Cosmos asset issues in Vision are resolved. See the vision section for details
Other Improvements & Bug Fixes
Chaos License Server updated to version 5.5.3
Chaos Cloud client application updated to version 1.10.0
Cosmos client application updated to version 2021.03.15
Cosmos assets Upgrade function implemented. An Upgrade icon appears on the right of the asset name in the outliner when a new version is available on the Cosmos servers. Use it to download the new version and replace the outdated one in the scene
Cosmos asset status indicator implemented. A small icon appears on the right side of the asset properties header to indicate whether the paths to the textures and other external reference files used by the asset are valid. Hover over the icon for more detailed information
Cosmos asset download progress is now displayed in the outliner. The progress percentage appears while an asset is being downloaded or upgraded
Custom camera type user interface implemented. When a non-standard camera type is selected with a script the appropriate UI controls (like FOV and Height) are listed in the Camera settings rollout
Camera clipping user interface implemented. When the camera clipping is enabled with a script the appropriate UI controls (Clipping Near, Clipping Far) are listed in the Camera settings rollout
Renaming an environment Bitmap texture no longer changes its Texture Placement mapping to spherical
An issue preventing VRScan material parameters from being set correctly on load is resolved. Properties like the Coat IOR are derived from the built-in VRScan parameter block and set as soon as the material file is loaded
Double-clicking on a Light Gen swatch no longer creates two LIGHT_GEN_DOME lights in the project
The Chaos License Server updated to version 5.5.3
An issue preventing V-Ray from running in SketchUp 2017 and 2018 is resolved
A message is displayed on startup in case the user is not logged in to the Chaos License Server. It also redirects to the license server login page
The Cloud Batch rendering feature is re-enabled. Use the toolbar button to submit the Scenes/Pages from the project to the Chaos Cloud. A new web wizard guides through the process of submitting and rendering the batch. All the scenes are analysed in advance and potential issues are reported
An issue preventing some legacy materials from being migrated and rendered correctly is resolved. Scenes saved with early V-Ray 2 versions or similar assets downloaded from the 3D Warehouse no longer prevent rendering
Progressive rendering is no longer restarted after saving or auto-saving the SketchUp project
Face material assignments are now supported during interactive rendering or in a Vision session
The ‘Ctrl + [‘ and ‘Ctrl + ]‘ can now be used by default to toggle the side panels of the V-Ray Frame Buffer (VFB). The VFB is now consistent with the Asset Editor in this regard
Proxy Meshes using a Custom Preview type can now be correctly loaded from a vrmat file. This also applies to merged Cosmos assets. Saving them as vrmats and loading them in a project no longer causes issues
The way Tag visibility is handled during interactive rendering is improved. Toggling the visibility of tag folders and tags within folders is now respected during interactive sessions
The V-Ray helper texture no longer overrides the automatically selected viewport bitmap when an attribute is added to the material
A number of issues with caustic photons emitted from the Sun Light are resolved. The ‘photon emission disk’ no longer appears cut in half
A ‘vfb_history’ folder next to the project file is no longer incorrectly created after rendering
Custom camera types (spherical, cylindrical, fish-eye, pinhole, etc.) can now be selected via script. The corresponding camera parameters are automatically displayed in the Asset Editor / Camera rollout
Custom camera clipping can be enabled via script. The near and far clipping plane options are automatically displayed in the Asset Editor / Camera rollout
A number of issues related to Cosmos assets export and rendering are resolved. This leads to significant speedup of the pre-render (export) stage with specific models
Changing a group or component’s material scale in SketchUp during a live Vision session no longer causes objects to get misplaced
MacOS: Automatically replacing an object when exporting it as a Proxy Mesh no longer causes an incorrect material assignment
MacOS: An issues causing a crash when adding a Light Mix render element is resolved
MacOS: An issue causing silent exceptions to be raised on macOS 11 – Big Sur is resolved
An issue causing a crash when a V-Ray Clipper is cutting specific mesh shapes is resolved
The way Sphere Light scale transformations affect the light intensity (in the Luminous and Radiant Power modes) is updated. Scaling up a light makes its dimmer to ensure the combined light emission from the surface remains constant. Note that old scenes with scaled Sphere Lights might render differently
Official release, Update 1
Date – Feb 23, 2021
Screen Space Reflections for transparent materials implemented
Cosmos assets support added
Implemented a Level of Detail (LOD) loading and display system for all Cosmos assets. When available the Medium asset representation is loaded close to the camera. Zooming out fades the model to its Low version. If the Medium representation is not available Vision uses the Low version directly. Enable the High Quality Cosmos Assets option to load their High representation close to the camera. Note that this will increase scene load times and may affect performance
Cosmos assets interactive transformations support added
The way Automatic Exposure works in Vision is improved. Pitch black areas in the image are now handled more reliably. Image over-exposition is avoided in most cases
Temporal image anti-aliasing method implemented. Make sure that the corresponding option in the Settings panel is enabled. This method requires a couple of frames to resolve to final quality but the result is significantly better compared to the old one. Temporal anti-aliasing is automatically disabled during the export of Spherical Panorama images
Added support for the Clip Opacity Mode of the VRay Mtl. Make sure that this mode is selected for leaves and other cutouts
The Clip opacity mode is automatically enabled for materials whose names contain ‘Leaves_mtl’ and whose opacity is mapped with texture files containing ‘Leaf’ in their name
Tri-planar texture support added. Only the One Texture Mode is currently supported. The Randomization parameters are ignored. World is the only Projection Space supported
Vision no longer stops responding when picking an output image file location two times in a row
Added support for the Stochastic texture randomization parameters of the UVW Placement map. The other randomization modes are not supported yet
Super Sampling option removed from the Image Export panel. Use Temporal Anti-aliasing combined with a longer Frame Delay to improve the output image aliasing/quality
Frame Delay option added in the Image Export panel. Increase its value to allow accumulative effects to resolve before the image is saved. The Temporal Anti-aliasing for example requires approximately 30-40 frames to resolve to final quality. Note that changing the Frame Delay might increase the image export time significantly depending on your hardware
High Quality Cosmos Assets option implemented. Use it if you want to see the High Cosmos representations close to the camera. Vision will fade to the Medium and then Low versions of the model based on the distance between the camera and the object and the area the object occupies on the screen
The logic for selecting a UV set for a material is improved. Note that Vision currently supports only one UV set per object
A number of issues with Multi Material assignments are resolved. Non-consecutive IDs are now handled correctly
The Sun Light Size Multiplier value is now linked to the one in Vision. Changing the sun size in V-Ray will change the Sun disk in Vison’s sky. If the Shadow Quality option in the Settings panel is set to High the Sun size also affects shadows softness
Shadows Quality parameter implemented. The Low preset corresponds to enabling the Optimize Shadows parameter available in older versions. It uses a lower resolution shadow map during scene interactions and switches to the full resolution one once the interaction ends. Medium enables high resolution cascading shadow maps with Medium filtering quality. High is similar to Medium but enables High filtering quality for the shadow maps, enabling soft shadows from the Sun Light
Soft Sun shadows implemented. Increasing the Sun Light Size Multiplier in V-Ray will now result in softer shadows in Vision as long as the High Shadow Quality option is selected
The Vision window is now ordered on top of all other windows (always on top). This is a temporary workaround that prevents a host-app hang caused by the previous window parenting approach
Updated installer logos and styling. Installer splash screen implemented
Asset Editor and Chaos Cloud toolbar icons updated
The About Window is redesigned completely and now matches the UI color theme selected in the Asset Editor Configuration
New Chaos Black color theme implemented. It uses the new Chaos brand colors and matches the Cosmos Browser appearance
V-Ray icon of the Vision application updated
Chaos Cosmos added to the installer. The Cosmos service will be automatically started after the V-Ray installation
Downgrade of Cosmos is prevented in the installer. If a newer Cosmos version is already installed the V-Ray installer will simply skip the Cosmos installation step
Cosmos Browser window implemented. It presents a web interface for user account management, asset browsing and import
The Cosmos Browser window is automatically hidden when an asset is imported to allow for easier placement in the scene
Importing Cosmos assets in the scene automatically activates the SketchUp’s Component placement tool. Placing an asset will keep the tool active making it easier to place multiple asset instances around
Geometry Cosmos assets support added. Such assets are displayed and managed as blackboxes – the object and its materials are hidden in a single item listed in the Asset Editor. Merging the asset with the scene for editing is also an option
Merge function implemented for the geometry Cosmos assets. It converts the blackbox asset to a Proxy Mesh with associated materials that can be edited or changed completely. Note that exploding an asset will also remove the Medium geometry representation used in Vision and might affect scene load time and performance (only in Vision)
Cosmos asset scene replacement function implemented. Right-click on a source asset in the Asset Editor and select Use as Replacement. Right-click on the one to replace and choose Replace in Scene
Added support for light sources as part of Cosmos assets. The lights are by default part of the blackbox asset until it is merged. After that point the light sources become independent and editable
Simple light management implemented for Cosmos assets containing light sources. Intensity and Color multipliers are available for changing the contained lights’ appearance
Cosmos lights Light Mix support added. When the Group Instances Light Mix mode is used light changes can be transferred to the scene even for blackbox assets
Cosmos environment assets support added. The HDR environments are imported as global textures in the Asset Editor that can later be connected to a Dome light or directly to the scene environment
Cosmos asset file references are now resolved to the local Cosmos repository when opening a file. This allows users to share scenes without packing the Cosmos assets as they are available for download on both systems
Cosmos file references can now be packed (Pack Project). A prompt message appears when invoking it. Packing the assets ensures that textures and other external files referenced by Cosmos assets are collected and included in the archive. As a result, the project will be loaded and rendered correctly on other systems even if the same Cosmos assets are not downloaded there. Use this option when submitting projects to a 3rd-party render farm. Cosmos assets will still be available for download on the destination computer even if they are not included in the archive
Use Material Override feature implemented for geometry Cosmos assets. It allows them to be individually excluded from the global material override effect
V-Ray Frame Buffer (VFB)
Stamp layer implemented. It allows showing the render time information on top of the rendered image similar to the stamp in VFB1
The Display Correction, Lens Effects and Denoiser layer icons are updated to be more distinguishable from those of the correction layers
Integer, Cryptomatte and MultiMatte layer masks added. Each of the mask types require a specific render element to be present in the rendered image. Masking can be done for both Render Element and Correction layers in the Composite image editing mode. Multiple masks can be applied to a single layer
Shortcuts editor added to the VFB Settings panel. The default hotkeys can now be reconfigured to better match a specific user workflow or avoid conflicts with the host application
The Material Library can now be downloaded by users that don’t have permissions to read from the Windows registry. The default library location is used in this case – `C:\%UserProfile%\Documents\V-Ray Material Library`
Other Improvements & Bug Fixes
New V-Ray version notification is now displayed in the V-Ray Frame Buffer (VFB)
New V-Ray version notification is now available in the About Window
File Path Resolving
The file path resolution logic executed when opening a new file is updated. Files with duplicated names located in different folders are now resolved correctly
The file path resolver search depth is increased to five (5 subfolders)
New Intel Open Image Denoise engine implemented. It can be selected from both the quick access menu in the Render rollout and the Denoiser rollout in the advanced settings panel. It is a new denoiser engine perfect for interactive rendering. It does not depend on a specific hardware – runs on any CPU (including AMD models). Can be used as an alternative to the NVIDIA AI denoiser. Make sure to set the Update Effects slider to Rapid for best interactive experience
Cosmos geometry asset type implemented. A preview image is loaded for each asset and a set of parameters that control the preview, material override and lights are exposed
Cosmos assets download implemented. It is detected if a Cosmos asset is missing in the database and a Download button is displayed in the Outliner
Scale parameter implemented for Proxy Meshes. Can be used for quick unit conversions in case the mesh was exported from an application or a project using different scene units
Normal Map texture implemented. This is a texture utilized by some Cosmos assets for Normal Map assignment. It can not be created from the UI. It may be created only when a Cosmos asset is merged
Explicit Normal bump mode implemented for the VRay Mtl material layer. It can not be selected from the UI but will appear if a Normal Map is used in Cosmos assets (after Merge)
Normal Map Flip texture implemented. It can not be created from the UI. Added to handle specific Cosmos materials
Self-illumination of the VRay Mtl implemented. It can not be controlled from the UI. Added to handle specific Cosmos materials
An issue preventing V-Ray from running on Apple machines with the new M1 CPUs is resolved
The Submit to Chaos Cloud icon is updated
Chaos Cosmos shortcut added to the Asset Editor Toolbar (in the VFB drop-down menu)
Adding a Translucency attribute to a material no longer prevents the Raytrace Properties from functioning correctly on GPU
Blend, Bump and Contour materials now work correctly with sub-materials which names start with an underscore (e.g. _Name)
An issue with the HDR rotation (Bitmap Spherical Rotate H) value of Light Gen textures is resolved
The V-Ray logo in the material library is updated
The GPU Memory Management option Resize is now set to Full-size textures by default. This is a temporary solution that avoids artifacts caused by the on-demand mip-mapping mode in specific situations
Renaming a material no longer causes index numbers (such as 001) from its name to be removed
The Camera Vignetting maximum value limit is removed. Higher than the previously allowed values might be useful in scenes with narrower field of view
The way backface texture placement (backface UV placement) is handled in V-Ray is improved. Proxies exported from 3ds Max or any other V-Ray integration will no longer render with their backface textures missing
The Hide Widgets option now hides Proxy Meshes only when their preview type is set to Bounding Box or Point (origin). The preview types Whole Mesh, Custom Preview and Proxy Preview are always visible in the SketchUp viewport
The Helper Textures is automatically enabled for newly-created Blend, Bump and Toon Override materials
The no license message is updated. More detailed information is available to help determine the cause of the issue
An issue preventing the import of vrscene (skp to vrscene importer) from functioning correctly in SketchUp 2021 is resolved
A number of issue preventing V-Ray from working correctly on Windows 8.1 are resolved
3rd Party Support
Proxies exported from 3ds Max or generated by 3rd party plugins will no longer present incorrect backface texture placement
A number of issues with Vispark proxies are resolved
V-Ray for Sketchup v5.00.03 (Hotfix 2)
Date – Dec 15, 2020
Vision is now supported on macOS
macOS: The Vision window is arranged on top of all other apps. Minimize it to temporarily hide it
Pen tablets can now be used for navigation in Vision
Vision can now be interacted with fully through a remote connection
An issue with loading 16-bit .tiff textures is resolved
Custom location for assets library can now be specified. Set the path in the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’. SketchUp restart is required for the new location to be used. Releasing the V-Ray license can be used as an alternative
The initial assets update check can now be disabled using the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox. The setting remains disabled even between sessions until manually toggled or until V-Ray is reinstalled. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
A correct message now appears in case a lack of permissions is preventing the library from being downloaded or updated
A warning icon no longer appears on the left of the ‘Materials’ library entry when the library folder does not exist on disk
The default ‘Materials’ library is now automatically expanded to reveal its subfolders on initial load. The user-defined state persists between sessions from then on
A number of issues caused by non-Latin characters in the library path are resolved
The custom assets library location specified in ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Download Location’ is also used for Light Gen assets
Disabling the ‘Asset Editor / Advanced Settings / Configuration / Remote Assets / Check for Updates’ checkbox also affects Light Gen. It is recommended that Check for Updates is disabled in case a network location is selected for the assets
A correct message now appears when a lack of permissions is preventing the HDR environments from being downloaded or updated
Light adjustments can now be applied to the lights in the project when the Group Instances Light Gen Mode is used. The ‘To Scene’ function automatically resets the VFB adjustments and a new render is required for the scene modifications to become apparent. Note that Environment and Self Illumination adjustments transfer will be implemented in the future
Other Improvements & Bug Fixes
V-Ray Version Notifier implemented. It uses the native operating system notification system to give you information when a new V-Ray update is available
A way for disabling the update notifications is implemented. To do it disable the ‘Asset Editor / Advanced Settings / Configuration / Update Notifications’ checkbox
V-Ray Next scenes saved with CUDA or RTX engine selected or the interactive rendering mode enabled are no longer loaded incorrectly in V-Ray 5
The ‘Select Objects in Scene’ function can now be performed with multiple materials selected
‘Data Window’ dropdown menu added to the exr output Image Options. It determines the way the VFB render region selection is handled when an output image is automatically saved
The lower limit of the Temperature slider in the Color Picker is changed to 900 to better reflect the starting point at which solid bodies begin emitting visible light
An issue preventing the Volumetric Environment settings to be reverted is resolved
The advanced camera Shutter Speed parameter value can no longer go below 0
An issue caused by quickly adding slots to the Multi-Sub texture is resolved
A speed optimization is done for the Material Preview Swatch in case Contour attributes are not used in the selected material
The Asset Editor no longer appears blank or empty when opening specific scenes
An issue preventing images from being saved when the output file path contains non-standard characters is resolved
Ruby compaction in SketchUp 2021 is now handled. This improves the overall software stability and reduces the chance for random crashes
A number of issues caused by OS user name containing non-Latin characters are resolved
Hidden objects are no longer exported in .vrscene files
Objects exported as Proxy Mesh (.vrmesh) files now contain back-face texture placement (UV) information. This ensures that the object will appear exactly the same way after being converted to proxies
A number of issues with the way multiple mesh and plane clippers are rendered are resolved
Opening a scene saved in V-Ray 2 no longer causes two Sun lights to appear in the Asset Editor
macOS: Reintroduced some standalone tools that were previously missing
Custom operating system display scale no longer causes the VFB to appear outside of the monitor bounds in some situations
Toggling the global material override during RTX interactive rendering no longer leads to a crash
Build 5.00.02 (Hotfix 1)
Date – Nov. 19, 2020
Automatic mipmap generation implemented for all bitmap textures. It optimizes the rendering speed and removes moire effects when viewing detailed textures in a distance
Exceeding a specific light count limit no longer causes artifacts to appear on screen
All the default V-Ray material parameters are now set correctly in Vision on scene load
Resizing the Vision window (making it smaller) no longer restricts the hit area of the toolbar buttons
Scenes with spherical cameras are no longer displayed with extremely narrow field of view. Note that the spherical camera settings from V-Ray are ignored in Vision
Half-float precision is used when exporting images which reduces the memory consumption. This lowers the chances of Vision crashing when huge resolution images are exported
Mesh Lights can now be disabled during a live session
A number of issues with the Orbit Mode target are resolved
The procedural sky appearance is improved
Other Improvements & Bug Fixes
Full support for SketchUp 2021 implemented
Big .tx textures loaded in the SketchUp model are now automatically optimized by V-Ray to keep the file size small. The full pixel data is no longer stored as a texture buffer in the model. A lower resolution compressed representation is used instead. The original texture is only loaded during render time
An issue with the Individual Lights Light Mix mode is resolved. Instances no longer get grouped together
SketchUp no longer crashes when changes to a Tri-Planar texture Projection Space are introduced during Interactive rendering
An issue with the Swarm uninstaller is resolved
An internal optimization related to the Contour / Toon effect is introduced. It boosts render times when the global contours are disabled and there are no Contour attributes used in the scene materials
A default texture transformation and material scaling is used even when the Texture Placement type is set to Mapping Source and the source slot is empty
A number of issues related to the UVW Placement Randomization options are resolved. The Render ID, Node Name, Node Handle modes now work as expected
Light Gen no longer applies Dome light texture rotation values exceeding 360 degrees
Roughness values are no longer treated as Glossiness when there is a texture connected to the slot and the texture is disabled
Simple Mix textures not longer disappear when the project is saved and then reopened
The interactive render image sampling no longer stops way before it should which in some situations leaves the image noisy
Each new slot added to the Multi-Sub texture now presents a unique random color by default
The scene synchronization between SketchUp and the V-Ray Asset Editor is optimized. Scenes with many materials now load much faster
Non-latin characters in the OS Username no longer prevent the Material Library and the Light Gen assets from being downloaded
LightGen’s notification animations are updated
V-Ray for Sketchup v5
V-Ray Vision real-time viewer implemented. It works like a V-Ray Interactive Rendering session but uses a different engine (rasterizer) to visualize the V-Ray scene. Project changes will be immediately reflected in the Vision viewer. Note that there are still many unsupported V-Ray features and effects
Vision toolbar icon and menu entry added. It opens the Vision window and starts an interactive session. If the Vision window is already open the toolbar button just enables the live link
Standard geometry support added. Only one UV set per object is currently supported
Geometry visibility state support added
Proxy Mesh geometry support added. Changing the Proxy Mesh file, transformation or material assignments during interactive rendering is also supported
Proxy Scenes (.vrscene references) support added
Automatic geometry optimization implemented. Small objects sharing a material are automatically merged in Vision to improve performance
Lights and Environment
Rectangle, Sphere, Omni, Spot, Sun and Direct lights support added. Note that only the natural Inverse Square light decay is used
Dome Light support added. Spherical texture placement is required
Multiple Dome lights handling implemented. Vision ignores disabled lights from the scene’s list and picks the first enabled one
Support for Dome lights without a texture added. The light color is used in this case
Partial Environment Override support added. A maximum of two separate environments can be visualized – one for Background and Refractions and another used for GI and Reflections
Partial Mesh Light support added
Partial Volumetric Environment support added
Materials and Textures
VRay Mtl support added. Note that not all V-Ray parameters have an effect
Bump and normal maps support added. The Bump material attribute or the built-in bump parameters can be used to enable the effect
Emissive material support added. Mapping the Transparency of the material is also supported
Material Translucency support added. This includes the Two Sided material as well as the Translucency material attributes
Multi Material support added
Basic Layered and Blend materials support added. Note that Multi Materials combined with material layering may produce incorrect results
Bitmap texture support added
Color Correction texture support added
Spline and Bezier Curve correction textures supported
Color and Temperature textures supported
Mix textures support added
Falloff and Fresnel textures supported
Global material override support added
Camera and Navigation
Standard and Orthographic (Parallel Projection) cameras support added
Support for Two-Point Perspective cameras added
Two navigation modes implemented in the Vision window. Orbit enables camera movement based on orbit, pan and zoom manipulations. In Fly mode the keyboard W, A, S, D, Q, E buttons are used for moving while mouse left click + drag can be used for looking around. The camera is automatically leveled (roll transformation is removed) once fly or orbit navigation is initiated in the Vision window
Toolbar UI implemented in the Vision viewer
Live Link indicator added to the toolbar. It shows whether a live session is ongoing or not
Live Link parameters added. Camera and Sun synchronization can be disabled. Click on Vision’s Live Link button to manipulate the live link options state
Open button added to the toolbar. Opens an existing .vrscene file for viewing. The button is disabled while in a live session
Resolution Mode toggle added to the toolbar. Different modes change the image framing in the Vision window. When Fit in Window is selected the image matches the Vision window size and aspect. When Match Scene Aspect is selected the image matches the aspect ratio specified in the V-Ray render settings. The size of the image is still determined by the window size
Camera Navigation Mode toggle added to the toolbar. It switches between Orbit and Fly mode. The ‘Tab’ keyboard key can be used as well
Auto Exposure toggle added to the toolbar. Use it to quickly toggle the effect
Save button added to the toolbar. Use it to display the Image/Animation Export panel
Settings button added to the toolbar. It opens the Settings Panel where various Vision-specific options can be changed
Info button added to the toolbar. It shows the Info Panel where some useful keyboard shortcuts are listed
Color Correction button added to the toolbar. It opens a panel with various color correction settings
Exposure, Saturation, Contrast, Temperature and Tint color correction controls implemented
A way for saving, loading or resetting the color corrections implemented
Geometry level of detail implemented. Activating the Enable Proxy LOD option replaces the full proxy mesh with the proxy preview when the object is in a distance or occupies a small portion of the screen. Note that most proxy preview meshes don’t have material ID assignments and hence the first material in the list will be used for the whole preview
Shadow optimization implemented. Enable the Optimize Shadows option to use lower resolution shadows while moving the camera. Once the camera stops moving the high quality shadow will be displayed. This option only applies to Sun and other Direct lights
Auto Exposure implemented
Auto Exposure Compensation implemented
Fly Mode parameter implemented. Enables the fly navigation mode similar to the toolbar Navigation Mode toggle
Fly Speed and Mouse Sensitivity options added. Both affect only the Fly Navigation Mode
Fly navigation mode motion smoothing implemented. Increase the Smooth Movement Delay to explore or present the model in a more fluent manner
Automatic Image Based Lighting Sun option implemented. Automatically adds a directional light based on the brightest spot in an HDR environment image. The option has no effect if the project Sun is enabled. It is also not recommended when there is no single distinct bright spot in the image used for lighting
Camera animations can now be transferred to Vision. The animation can be played in real time or exported as a sequence of images. Set up a scene transition animation in SketchUp, enable the Animation toggle in the render settings and run Vision for a live preview
Image and Animation Export
Image and Animation export options panel implemented
File path and type controls implemented
Spherical panorama image export implemented
Image resolution control implemented. Use the Resolution Mode, Resolution slider and the Size Multiplier to change the size of the output images. Adjust the Size Multiplier value to render images bigger or smaller than the one shown on screen
Export function implemented. A still image or an animated sequence will be exported based on the Animation checkbox state. The Animation FPS value can be used for animation retiming
Quick controls for modifying the Sun position and intensity implemented. Check the keyboard shortcuts in the Info Panel for more information
Quick camera exposure controls implemented. Check the keyboard shortcuts in the Info Panel for more information
Loading screen implemented. It is displayed when a scene is being transferred to Vision
A license error screen implemented. It is displayed when no V-Ray License is available
The Vision application is automatically closed after SketchUp closes
Multiple instances of SketchUp can now start and manage separate Vision viewers
Some of Vision’s preferences are stored between sessions
A logic for determining the initial Fly Speed on scene load based on the scene size is implemented
Shortcuts for manipulating the Fly Speed implemented. Use ‘Ctrl’ and ‘+’ to increase it and ‘Ctrl’ and ‘-’ to decrease it
HDR images bigger than 15K are automatically downscaled when loaded to avoid video memory issues
New V-Ray Frame Buffer (VFB)
The entire VFB is redesigned. The style and appearance of all UI elements is improved
Layer Compositor implemented. The right fly-off panel of the VFB now presents a full-featured layering system that can be used for image editing – without the need for a separate post-processing app
Image Source control implemented. Choose between RGB, Light Mix or Composite depending on your needs. The RGB mode enables color correcting the Beauty (RGB) image. The Light Mix source allows light intensities and colors to be modified after rendering. The Composite mode lets you access, comp and modify the individual render elements for a more advanced post-effects
The color correction system is updated. Color corrections can now be added, removed and reordered at will. Multiple instances of the same correction type are allowed
Blend Mode as well as Weight controls added to each correction layer
Color Channel Curve corrections implemented. Use the new Curves UI to remap the values in the individual R, G and B image channels
Filmic tonemap layer implemented. Use the preset curve profiles and their parameters to quickly achieve impressive results
Color correction layers can now be applied to individual render elements. For example, changing the saturation of the Diffuse element only is done by selecting it first and then creating a Hue Saturation layer from the menu. The arrow indicates that the correction is applied only to the item below
Render element layers can also be grouped and organized in folders
Save layer tree preset function implemented. Save layer configurations as part of a preset library. The library can then be referenced by the VFB for easier access
Advance VFB configuration implemented. Change visual as well as functional properties of the window and save them between sessions
The way the Denoiser and Lens Effects elements are presented is updated
Keyboard shortcuts implemented in VFB. Check the VFB Settings / Shortcuts section for more details
Four image comparison modes implemented as part of the History panel
Render regions can now be moved or resized after they’ve been drawn
The render buckets colors can now be changed in the VFB Settings window
The pixel info is now located in the footer section
The pixel info can sample more than one region and print information about the average value. Use the drop-down menu (1×1) to change the sample size
Stats tab added in the right fly-off panel. Useful information about the project complexity and size (memory allocation) from a V-Ray standpoint is interactively displayed there
Undo and Redo functions implemented
Render Interactive button added to the VFB. It behaves the same way as its toolbar and Asset Editor counterpart
Light Mix render element implemented. It extracts lights’ contribution and stores it in a separate element. Lights can also be grouped based on the mode in the element parameters. Use the Light Mix source mode in the VFB to change light intensities after or even during rendering
Individual Lights mode implemented – Each light instance is stored on a separate element/layer
Group Instances mode implemented – Light instances are grouped together
Layers mode implemented – Lights are grouped based on the SketchUp layer/tag they are associated with
Light IDs mode implemented – Lights are grouped by their V-Ray Object ID assignment. Right-click on a light in the viewport to assign ID
Light Gen (Generator) tool implemented. It automatically generates a big number of lighting variations for the currently active project. It can illuminate exteriors or interiors with natural light using the V-Ray Sun & Sky system or a Dome Light (named LIGHT_GEN_DOME) for an image-based lighting (IBL) setup. The resulting lighting scenarios are presented as thumbnails that can be interactively applied to the project.
Exterior Sun & Sky mode implemented – The scene will be lit with the V-Ray physical Sun & Sky system
Exterior HDR (IBL) mode implemented – The scene will be lit with a Dome light and one of the high quality HDR images that come prepackaged with the software
Interior Sun & Sky mode implemented – This mode is best used for illuminating closed spaces with openings letting some natural light in. A pre-pass stage picks the most notable light angles and then the scenarios are generated
Light Gen preset management implemented. Light Gen results can be saved and loaded with no need for re-generation. Use the results screen Save button to save a .lightset file and load it back at a later stage using the Load button in the generate screen. Note that the HDR images used by the tool might change in the future which will deprecate previously saved .lightset files
On-demand download for the HDR images implemented. All the images are downloaded the first time Light Gen is started. They are then stored locally (as part of the V-Ray Library) and reused in consecutive sessions. Note that custom V-Ray Material Library location specified in V-Ray for 3ds Max will also be used for storing the HDR images used by Light Gen in V-Ray for SketchUp
An HDR content set check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads
A notification system is implemented. Info and error notifications will pop up in case something goes wrong with loading Light Gen preset files (.lightset). If, for example, the HDR images used in a specific lightset are missing locally but are available on the Chaos servers a notification with a direct link to the download screen will appear
Generation can not be initiated while there is an ongoing render process or a Vision live session
V-Ray Sun & Sky
Improved Sky Model implemented. Reproduce the subtleties of twilight when the sun is below the horizon with the new Sun and Sky model
Custom sun orientation controls added. Use the new widgets to override the host apps sunlight angle. The custom sun orientation is also used by the Light Gen tool
Interactive preview for the custom Sun orientation implemented. Change the sun horizontal or vertical angle while receiving visual feedback in the light preview swatch
Global Contours control implemented. Apply contours (V-Ray Toon) to the entire scene with a single click
New Toon Material implemented. It exposes new controls and fixes some of the issues of the old V-Ray Next shader
New Contour material attribute implemented. Easily add contours to existing scene shaders without the need of material re-assignment
Inner Line Control added to the global Contours as well as to the material properties
The Compensate EV option of all contours is enabled by default
VRay Mtl Coat layer implemented. Add reflective coating directly in the updated V-Ray Material, saving you both material creation and rendering time vs. using a Blend/Layered material
VRay Mtl Sheen layer implemented. Create soft microfiber fabrics like velvet, satin and silk with the new Sheen options
VRay Mtl built-in Bump layer implemented. There is no longer need to add Bump attributes to a material – use the built-in parameter section instead
Glossy Fresnel is now enabled for all materials and no longer available in the UI
The Normal opacity mode option is removed. Stochastic is used for all materials that were using it which ensures faster render times in scenes with many opacity-mapped objects
Metalness and Use Roughness options added to the VRay Mtl parameters. Use them with textures prepared for a Metalness and Roughness workflow
PBR material layer removed. The PBR and regular VRay Mtl functionality is combined and the two separate shaders are no longer needed
Highlight Glossiness parameter removed. This simplifies the material control and increases realism
An indicator highlighting which rollout options affect the final shader is added to the VRay Mtl layer. Rollout carets become blue in case the parameters inside contribute to the look of the material
Multi-sub texture randomization options implemented. Select one of the Random modes (Get ID from) and change the Hue, Saturation and Gamma values to achieve variation. Note that a single slot and one texture can be used together with the randomization parameters regardless of the number of scene IDs
Dirt texture Streaks implemented. Easily achieve weathered streaks and dirt in crevices with the enhanced V-Ray Dirt, which now employs both ambient and inner occlusion
External Mapping Source support added for all textures. Use it to easily instance Texture Placement parameters between unique textures
UV Randomization implemented. Select a custom Texture Placement source for any texture and connect the new UVW Placement map. There is a randomization section to help you achieve procedural variations
Stochastic Texture Tiling implemented as part of the UVW Randomizer. Automatically remove texture tiling artifacts with the new Stochastic tiling option on the UVW Placement
Added support for .tx file format for Bitmap textures
The built-in material library is updated in various ways to take advantage of all new functionality in V-Ray 5
All the materials in the library now use GGX brdf type. The Glossiness as well as the GGX Tail Falloff values are adjusted accordingly
Materials previously using the Bump attribute now use the built-in Bump
Materials previously using Reflection Coat layer now use the built-in Coat
Fabric materials previously using Diffuse Coat layer now use the built-in Sheen
Textures that require identical texture placement in the scope of the material now use a single instanced UVW Placement map
The randomization feature of the UVWPlacement is utilized where appropriate to avoid visible texture repetition patterns
The resolution of all library textures is increased up to 4K
The library is now downloaded on demand. With the increased texture resolution it is no longer practical to have it as part of the installer
The library assets/textures are now shared with V-Ray for 3ds Max. If the maps have been downloaded by 3ds Max already they will be reused by V-Ray for SketchUp and vice versa. If a custom library location has been specified by V-Ray for 3ds max, V-Ray for SketchUp will also use it
A library content check is performed for every new session. In case some of the assets are missing or have been updated on the Chaos servers the updated content will become available for download. Each file is validated separately to avoid unnecessary downloads
GPU (CUDA) Asset Preview mode implemented. Select GPU from the menu to activate it. It shows a more accurate preview in case V-Ray GPU is used for the final project rendering
The engine selection (CPU / GPU) for the Asset Preview Swatch is now preserved between sessions
GPU Preview Devices option added to the Configuration settings. Use either the global GPU Devices configuration or just the CPU in CUDA mode. The second option is preferable when all the GPU computational resources are required for rendering
Custom texture preview scene selection implemented. Choose between 2D, 3D, Environment, Falloff and Dirt scenes depending on the situation. If, for example, an environment texture is being color corrected, the Environment scene can be selected for the Color Correction map for a more accurate preview
Each asset preview render is temporarily stored for the active session. This temporary preview will be saved out with the asset without the need of re rendering
Updated Displacement Workflow
New Displacement object modifier implemented. Select a Group or Component in the scene and apply Displacement using the V-Ray toolbar button. This new workflow is clearer and much closer to the V-Ray Core displacement handling
The Displacement material attribute is now deprecated. It will be removed in the future. It is recommended to use the object modifier instead
2D Displacement is now supported
Cellular textures are now supported
Wrapper material’s ‘Environment Projection’ matte mode is now supported
Out of Core memory management implemented in an experimental state. It enables evicting triangle meshes out of the GPU memory when they are no longer needed in order to make room for other resources, once the renderer has run out of memory. This option is available only for CUDA and is not yet supported for RTX
Textures slotted in a Tiles texture now render correctly on GPU
V-Ray Infinite Plane mapping is no longer rendered incorrectly on GPU. The SketchUp texture size is now respected
The way SketchUp scenes are exported to V-Ray is rebuilt from the ground up. This results in faster scene export times and overall reliability
A new scene management system is now in place to ensure stability. It also makes finding and solving technical issues much easier and safer
Other Improvements & Bug Fixes
Chaos License Server updated to v5.5.1
The way materials and material inheritance within the scene hierarchy is handled is improved. Changes to any scene material are now handled faster and in a more reliable way during Interactive Rendering
The top level material assignment now determines the size of all child materials. Blend material children, for example assume the size of the Blend itself. This clears confusion when it comes to scaling textures that are part of a complex shading network
Back-face material handling is improved
Dome lights created in the Asset Editor are now automatically instantiated in the scene
Blue Noise sampling implemented. When enabled, reorders the DMC samples in screen space to produce a more pleasing result from low sample counts
V-Ray Scene export window implemented. It exposes some useful options when exporting the project. The file reference paths can now be stripped (made relative). HEX compression can be disabled for both transformation and mesh parameters
The visual style of the V-Ray installer is updated
Contours render element implemented. It stores a mask for both the global and material based contours in a separate render element. Note that the contour color and exposure compensation are ignored
Creating a Gradient texture no longer crashes the Asset Editor
A number of issues preventing materials with special characters in their names from being loaded (from vrmats) are resolved
Applying Fur, Mesh Light or Clipper modifiers to the same object more than once is no longer allowed allowed
Closing SketchUp no longer causes Ruby console errors to be printed
A number of issues with SketchUp’s texture colorization are resolved
Skatter library proxies are no longer deleted after import
The Shape and Diameter parameters of IES lights now correctly update during Interactive Rendering
A File Path Editor shortcut is added to the Asset Editor’s toolbar
The number of interactive rendering updates when dragging the handle of a Curve Correction texture is reduced
The animation settings toggle is no longer grayed out while in interactive rendering mode. This allows animations to be viewed in Vision without switching to production rendering mode
MacOS: The window ordering of the VFB is improved. The window no longer syncs behind the main SketchUp window and is now correctly parented to the active model
MacOS: An issue causing specific scenes to crash on V-Ray activation is resolve
MacOS: A number of issues with the Viewport Rendering overlay are resolved
MacOS : Uninstalling V-Ray no longer ends with an error (firewall related)
MacOS: The V-Ray installer is now notarized
V-Ray Ruby API
The V-Ray Ruby API is redesigned and extended. It streamlines 3rd party extensions development and ensures long term support for scripts using it
Documentation for the new API added to the installation folder. Find it in the V-Ray for SketchUp extension menu: Extensions / V-Ray / Help / API Documentation
The Chaos Group License Server is updated to version 5.4.0
The quality slider presets are updated. The quality of the rendered image is now consistent between all the engines (CPU, CUDA and RTX) and sampler types (Progressive and Bucket)
The quality slider presets count is increased to six. The new preset labels are ‘Low’, ‘Low+’, ‘Medium’, ‘Medium+’, ‘High’ and ‘High+’. All provide better quality than their older counterparts.
The Maximum Subdivisions image sampler parameter is now visible at all times (for GPU and also in progressive rendering mode). The value used for GPU rendering is always double the CPU one to ensure consistent quality
The Embree related optimization parameters are automatically hidden when the GPU engine is selected. They have no effect in this case
The Aperture (F-Number) slider limit is removed. Values from 56 up to 985 will result in Defocus slider values between 0.1 and 0.001 to be displayed
Introduced a confirmation window when deleting or purging assets. Using the Shift + Delete keyboard keys removes selected assets without confirmation
Other Changes & Bug Fixes
V-Ray material modifications no longer flood the SketchUp’s Undo stack
Undoing the V-Ray scene activation no longer causes material duplicates to appear in the project
Undoing material rename no longer causes material duplicates to appear in the project
A number of other issues related to using the Undo in SketchUp are resolved
Scene modification during progressive production rendering no longer restarts the process
A number of issues with Section Planes and batch rendering are resolved
All bitmap textures stored in the SketchUp model now use the Sharp Isotropic filtering type
License error messages no longer appear twice
The RTX render engine is now correctly listed in exported vrscene files
Viewport camera changes introduced during animation rendering will no longer affect the results
Animation property changes are no longer possible while the process is ongoing
The geometry compilation stage no longer increases gradually in time with every animation frame
Copying or importing proxy mesh components with direct material assignment now correctly copies over the materials
Resetting render settings of complex scenes no longer take extra time
V-Ray for SketchUp, the Chaos License Server, V-Ray Swarm and the Chaos Cloud client app are now installed in a single step. Configuring each sub-installer individually is still an option
Chaos License Server updated to version 5.3.0
Chaos Cloud client application installer updated to version 1.6.5
RTX support implemented. The engine selector now presents three options – CPU, CUDA and RTX. The image results produced by the new engine are identical to the ones rendered in CUDA mode (previously called GPU). No scene adjustments are required. Going back and forth between the two engines will only modify what devices are used, so there’s minimal effort to compare the two to see which works best for your scene. The new engine takes advantage of the RT Cores (dedicated to ray-tracing calculations) of the new NVIDIA RTX cards which leads to average speedup of 40%
The support of native material color corrections in SketchUp is improved. Make sure that the ‘Extensions / V-Ray / Tools / Colorize Textures’ option is enabled for the color corrections to be rendered. The option is no longer considered ‘Experimental’
Partial Proxy Scene export implemented. Export only the selected objects as a .vrscene file containing geometry and applied materials. Lights and V-Ray objects, such as Fur, can also be included
A set of material slots is automatically generated as part of every Proxy Mesh asset. Use the slots to assign materials to the Proxy without having to rely on a Multi Material
Proxy Mesh assets using the new built-in material system (described in the previous point) now automatically store the materials when saved to the library (or exported as .vrmat files)
Automatically calculated exposure and white balance values can now be applied to the scene camera. Use the Auto Values controls to get the most recent results and apply them to the camera
The Advanced Camera / Bokeh parameters have been updated and made more user friendly. The additional parameters are no longer grayed out when the Blades option is disabled
SpotLight Cone and Penumbra angle sliders’ min and max values are now correct
The UI of the Configuration settings section is improved
Right-clicking on any color or number input field now provides the option to reset them to their default value
A new option allowing color space control of all color sliders is available in the Asset Editor’s Configuration settings rollout
Implemented material attribute icons for easier recognition
Modifications done to the SketchUp model hierarchy are now handled in a better way by the V-Ray Fur, Clipper and Mesh Light components
Tri-Planar Projection texture placement mode added to the VRScan material. It works similarly to the Triplanar texture and removes the need for UV mapping of the shaded objects
Proxy Scenes are now by default affected by the global Material Override. To disable this behavior uncheck the new ‘Use Mtl Override’ option
‘Use Mtl Override’ option added to the Proxy Mesh asset. It disables the global Material Override effect for all material slots using plain colors
Material Random Color render element is implemented. It generates randomly colored selection masks based on the material assignments in the scene. Unlike the Material ID Color element, it does not require adding Material ID attributes to all scene materials
VFB window no longer appears upon vrscene export
A new Bright color theme can now change the appearance of the Asset Editor, File Path Editor, Color Picker and the Progress Log windows. The UI Color Theme selector is located in the Configuration settings rollout. The theme selection persists between sessions. Note that it does not affect the V-Ray Frame Buffer (VFB)
Color Assistant extension added to the V-Ray Color Picker. It presents hue, saturation and value variations of the current color to help with picking the exact color that is needed. Adjust the range values for more subtle or more pronounced variation. Right-click on any of the Assistant suggestions to regenerate variations using it as reference
Some common material settings have been redesigned as Attributes. Attributes are sets of options that can now be created or removed for each material. An ‘Add Attribute button is added next to the ‘Add Layer’ one below the material preview. The list of attributes includes – Translucency (Two Sided), Bump, Displacement, Raytrace Properties, Override and Material ID. New materials are created lean with the option for other attributes to be added later. This way the scene shaders are optimal for both management and rendering
The new Translucency attribute can be used instead of the Two Sided material keeping the shader structure simple. This also simplifies material/texture size management when dealing with translucency
The Generic material layer names are improved. The V-Ray BRDF is renamed to VRay Mtl, Metallic – VRay PBR, Diffuse – Diffuse Coat, Reflection – Reflective Coat, etc. The Refraction layer is removed. Use the VRay Mtl instead
There is a unique icon for each material layer. This is useful visual indication for the layer type in case the layer name is changed
Newly created scene materials now use an optimized underlying shader structure. Displacement, Material ID and Render Stats attributes are no longer added to every material. If any of the attributes is required it has to be manually added from the ‘Add Attribute’ menu
Other Changes & Bug Fixes
Instance face deletion no longer requires multiple Undo commands to get undone
Activating V-Ray in a project for the first time no longer prevents undoing prior actions
The ‘Camera Vertical Tilt’ option is renamed to ‘Vertical Lens Tilt’
Uninstalling V-Ray no longer leaves some files behind
Initiating a render multiple times in quick succession no longer makes the V-Ray UI unresponsive
A number of issues related to Proxy Meshes are resolved
Importing or creating V-Ray-specific geometries now updates correctly during interactive rendering
Enabling the global Lights switch now correctly provokes an interactive rendering update
Toggling Safe Frame on and off during Viewport rendering (VPR) no longer stretches the output image
Toggling Safe Frame during interactive rendering after an aspect ratio change no longer distorts the image
Batch renderer now behaves correctly even when the Scene Transition time is set to 0
A number of texture colorization issues are resolved. Using the option (Colorize Textures) on Mac OS in GPU mode no longer leads to a crash
The ‘Export’ button of the Export Proxy window is no longer disabled if the window is brought up for the first time during the session
Exploding Components containing a Section Plane no longer generates a phantom asset
Creating multiple materials in rapid succession no longer causes issues
Trying to rename material layers using illegal characters now correctly cancels the operation, keeping the original layer name
A number of issues related to 2D Texture Placement are resolved. Uneven U and V Repeat values combined with texture Rotation no longer skewes the texture
Embree is now used for hair and motion blur rendering
Proxy Meshes created during interactive rendering now appear correctly in the scene
Modifying assets during Interactive no longer hangs SketchUp on macOS
Fixed an issue with the Scene Importer failing to import specific vrscene files
VFB window no longer appears when Viewport rendering (VPR) is initiated
Fixed an issue with SketchUp 2020 VPR only refreshing when focused
Proxy Export toolbar button is no longer grayed out if the selection does not contain regular geometry
Using the VFB’s ‘Render Last’ button for animations (if no prior rendering has been done) no longer causes an error
Fixed a crash when deleting a blend material together with its sub-materials
Chaos Cloud client application installer updated to version 1.6.0
Consistent render elements are automatically enabled for old and new scenes. This new method for distributing and storing light contribution in the render elements resolves artifacts caused by the adaptive Dome light
An issue preventing the Batch Rendering process to be started after being interrupted once is resolved
Colorized textures no longer cause issues when connected to a bump material slot
Clippers applied to components or groups containing no faces or only grouped geometry are automatically removed
The Cap CPU Utilization Swarm option can now be utilized for batch rendering
An issue causing interactive rendering crash on Normal Displacement parameter change is resolved
Saving or auto-saving a SketchUp project no longer restarts ongoing progressive production or interactive rendering process
Imported image objects are now rendered using the correct Screen (sRGB) color space
A number of issues caused by a Parallel Projection viewport combined with the Match Viewport Output option are resolved
Educational (Edu) builds no longer render VRScan materials with watermark even when a VRScan license is present
Fixed an issue with preventing the output images from being saved to the Desktop on macOS
Environment variables can now be set specifically for V-Ray for SketchUp on macOS by editing a config file located at /Applications/ChaosGroup/V-Ray/V-Ray\ for\ SketchUp/extensions/config.json. If multiple variables are added they need to be separated by commas.
V-Ray toolbars on macOS no longer have some of their buttons persistently grayed out until a random action is taken
V-Ray Scene Importer
A number of issues affecting imported object’s UV coordinates (texture placement) are resolved.
The importer now correctly handles 3ds Max primitives as well as Editable Mesh objects
A number of issues related to imported Proxy Mesh object scaling are resolved
Logic for auto-resolving file paths for the imported vrscene is implemented. Proxy references with invalid paths will be automatically relinked if their source file is found (in the same location as the vrscene file)
The overall stability and reliability of the scene importer is improved
Update 1 includes deeper SketchUp integration, performance optimizations and more streamlined workflows.
SketchUp Colorization support — Make color corrections on standard SketchUp materials and see the effect right away in the V-Ray Frame Buffer.
Improved user experience — It’s easier and smoother to use your favorite V-Ray tools, including Light Creation, Infinite Plane and Scene Interaction.
Optimized interactive CPU rendering — Interactive editing of scene cameras, lights and materials is more responsive.
Cryptomatte element — The Cryptomatte render element automatically generates and stores object- or material-based masks — perfect for accurately selecting objects in post-production.
Quick denoiser engine switch — Switch from V-Ray to NVIDIA AI denoising with a toggle in the main renderer rollout.
Updated VFB lens effects — Simulate real-world camera lens effects with new procedurally generated dust and scratches.
Color picker temperature — The V-Ray color picker introduces a Kelvin temperature slider so you can save and modify a temperature value for every color slot.
Deep SketchUp integration
The latest V-Ray update features even tighter integration with SketchUp. Enjoy an improved user experience for some of your favourite tools, as well as detailed instructions on how to use them. What’s more, you can make material color corrections and see the effect straight away in the V-Ray Frame Buffer.
V-Ray Next for SketchUp comes with a handful of speed boosts across the board. The latest update features more responsive CPU interactive rendering when editing scene camera, lighting and materials, as well as a new Light Cache algorithm for improved animation behavior.
V-Ray Next, update 1 adds support for the Cryptomatte render element, which makes it easier to select objects for post-production. The V-Ray color picker also introduces a Kelvin temperature slider, which automatically provides a corresponding RGB color.
Installation & Licensing
The Chaos Group License Server is updated to version 5.2.2
The installer now properly sets and displays a primary remote server IP address and port number – 127.0.0.1:30304
The entire asset management system is optimized and made more reliable. This affects asset creation, renaming, deletion, referencing, etc. The optimizations are most obvious in heavy scenes with a big number of assets and complex shading networks
Render element assets are no longer deleted when the category is active and the Purge function is used. Use the multi-selection functionality to quickly delete a batch of elements
The Z Depth render element ‘Depth from Camera’ parameter is removed
Other Changes & Bug Fixes
Saving and loading projects no longer reset the Color Space of all textures to the default sRGB option. Using the File Path Editor no longer changes the color space either
The asset preview render process can now be restarted if it stops responding. Make sure to stop and restart the interactive preview (using its toolbar stop/start button) in the unlikely event this happens
The fresnel opacity of newly created Reflection material layers is now correctly displayed in the asset preview swatch
Invalid material or texture references can now be successfully cleared from the slot’s context menu
Creating a proxy from a big number of SketchUp components or component instances now shows accurate progress in the Export Proxy window
An issue with Water textures used in a bump slot is resolved. Negative texture values are now properly handled
All V-Ray taskbar processes are grouped and displayed under the SketchUp Windows taskbar icon. This applies to the Asset Editor and the V-Ray Frame Buffer window
VRscan materials are now correctly sized and properly affected by the SketchUp material scale. A helper texture is displayed in the viewport to ensure this. Texture Placement parameters are now listed for every VRscan in it’s Asset Editor properties panel
The way VFB Color Corrections are saved within SketchUp projects is updated and made more reliable
A number of issues related to V-Ray 3 scenes loading and upgrading are resolved
A number of issues related to .vropt (render settings) files loading are resolved
The Purge Unused Assets function no longer causes issues on MacOS
Materials incorrectly saved with older V-Ray versions no longer cause issues when loaded in Next
A number of issues related to complex texture hierarchy manipulation and deletion are resolved
The Batch Cloud rendering functionality is temporarily disabled. Once a Chaos Cloud platform-side update is implemented, the feature will be re-enabled. Our main goal is to provide a system that warns users for possible issues with their batch cloud jobs(like missing external file assets, for example), letting them resolve the problem before the rendering starts
Images imported through the SketchUp native Import no longer produce problematic V-Ray materials. Scenes containing such images saved with previous V-Ray version no longer cause issues when rendered in Next
A number of issues with badly serialized V-Ray component data are resolved. A more detailed error message is displayed and a better log file is created, letting us easily identify any further problems
Deleting Fur, Clipper or Mesh Light widgets from a group is now reliably handled during Interactive Rendering
A number of issues preventing the V-Ray Asset Editor from being populated with assets on specific scene load are resolved
The V-Ray Scene Importer now reliably imports models using multi materials exported from 3ds Max. The material ID assignment in 3ds Max results in a single object group in SketchUp with different materials applied to the corresponding faces
The Scene Interaction Tool now works reliably with obstructed light widgets
Deleting multiple materials at once no longer produces Ruby errors and warnings
Using the Scene Interaction Tool before the previous action is completed no longer prints Ruby errors
Skatter Proxy geometry materials render correctly when using the ‘Render only’ mode. Regeneration no longer causes Ruby errors
A geometry instancing optimization is implemented for Skatter objects with the ‘Render only’ mode enabled. This ensures that rendering a big number of instances is done in the most memory-efficient way
The way the SketchUp default material is handled by V-Ray is improved preventing incorrect lighting in specific situations
Activating Material Override during Interactive rendering now reliably affects all scene materials that have their ‘Can Be Overridden’ option enabled
Changing the SketchUp material Opacity value automatically disables the synchronization with the V-Ray material refraction. This allows for custom opacity manipulations in the viewport without affecting the rendered result
V-Ray material refraction no longer resets in specific situations when the SketchUp scene is saved and reloaded
The Z Depth render element tooltips are fixed
All Smoke texture parameters are now properly named
Repathing files with a Windows path on MacOS no longer causes issues
The migration (gamma management) of render elements from scenes saved with V-Ray 3 is improved
This V-Ray Next for SketchUp tutorial will walk you through V-Ray’s user interface and how to get started with a basic project. It covers the Asset Editor and how to manage your Materials, Lights, Geometry, Render Elements and Textures. And it includes a free demo scene.
Save 20% on Chaos Group VRScans, the world’s most accurate material scans, now through January 5, 2017. And learn how to use the VRScans material library within V-Ray for Sketchup, with a handy tutorial.
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