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Chaos V-Ray

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The one renderer that does it all.

Bold designs. Moving stories. Mind-blowing art. No matter your vision, Chaos V-Ray will help you bring it to life. 3D artists and designers across the globe use V-Ray to create photorealistic images and animations.

V-Ray works seamlessly with 3ds Max, Cinema 4D, Houdini, Maya, Nuke, Revit, Rhino, SketchUp, and Unreal. This allows you to transform 3D scenes into works of art from your favorite application.

Purchase a single V-Ray license to access all V-Ray integrations, including 3ds Max, Cinema 4D, Houdini, Maya, Nuke, Revit, Rhino, SketchUp, and Unreal.

Tiered Options

V-Ray is now available in three different tiers: Solo, Premium, and Enterprise.  It’s now easier to choose the best option to suit your needs.

  • Solo: Solo is for artists who want to render on a single computer.
  • Premium: Premium is ideal for customers who want access to floating licenses and Chaos companion products such as Phoenix, Player, Scans, and Vantage.
  • Enterprise: Enterprise is ideal for large studios considering volume purchases. (5 seats or more)

Note: New sales of perpetual licenses are discontinued, options to upgrade to the latest version are available with migration to subscription options.

V-Ray Pricing Chart

V-Ray Licenses

  SoloPremiumEnterprise
License type   Node-Locked LicenseFloating LicenseFloating License
Min # of licenses
1
1
5
Support included
Yes
Yes
Yes
Included products
Chaos V-Ray for All*
Chaos Cosmos
Chaos Cloud**
Chaos Phoenix
Chaos Vantage
Chaos Player
Chaos Scans
*Supported V-Ray Integrations include 3ds Max, Cinema 4D, Houdini, Maya, Nuke, Revit, Rhino, SketchUp, and Unreal.
**Free starter pack of 20 credits

Included Integrations

Choose your host for V-Ray:

Chaos V-Ray for Cinema 4D

Chaos V-Ray for Cinema 4D

Professional 3D rendering software for Cinema 4D artists and designers

V-Ray for Cinema 4D puts industry-standard technology for photorealistic 3D rendering into the hands of Cinema 4D artists and designers. With smart tools and powerful rendering capabilities, V-Ray’s combination of speed and creative control is perfect for any project.

Bring ideas to life

With V-Ray’s complete set of lighting, shading, and award-winning rendering tools, you can bring any idea to life.

Built to handle it all

Built to handle your biggest projects, including scenes with massive amounts of geometry and thousands of lights.

Get the job done with ease

Artist-friendly tools and an intuitive interface help you work smarter, making it easy to get the job done.

Render fast

V-Ray’s GPU and CPU rendering capabilities bring a speed boost to any production. With fast interactive rendering, you’ll see the changes to your scene rendered on the fly.

Ready to scale

Harness the power of multiple computers to render high-resolution images with V-Ray’s distributed rendering. Or take your rendering to the cloud with direct access to Chaos Cloud.

Go beyond rendering

V-Ray 5 is more than a renderer. Built-in compositing and interactive light mixing let you fine-tune and finish your renders in the V-Ray Frame Buffer without going to a separate app.

What’s new in V-Ray 6 for Cinema 4D

chaos v-ray 6 c4d decal

V-Ray Decal

Add anything from stickers and labels to cracks, stains, and scratches in just a few clicks. Project V-Ray Decals onto surfaces at any angle without extra UVW work or disturbing the underlying materials. Turn on displacement for even more realism.

V-Ray Enmesh

Tile 3D geometry patterns across objects to create complex surfaces with lots of detail for stunning close-up shots. Enmesh is ideal for creating intricate panels, fences, fabrics, and so much more, and it uses much less memory than displacement or copying by hand.

Procedural clouds

Create the perfect sky for your environment in just a few clicks with V-Ray Sun and Sky’s new procedural cloud system. Easily simulate a variety of cloud types and weather conditions, from partly cloudy to overcast. Render realistic stills or dynamic timelapse.

chaos v-ray 6 for c4d

Particle rendering support

Quickly render particles based on different conditions such as size, speed, color, and many more. Achieve a wide variety of effects — from splashes and foam to bubbles and sparks.

Chaos V-Ray for 3ds Max

V-Ray 6 for 3ds Max

Go beyond rendering

Chaos V-Ray for 3ds Max is the world’s most complete 3D rendering software for high-end visualization and production.

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

V-Ray 6 for 3ds Max brings in scattering, memory-efficient 3D geometry pattern tiling across objects, procedural clouds, cloud collaboration, and much more.

Award-winning rendering technology for any project.

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

Built to handle your toughest scenes.

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

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

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

Create interactive experiences in real-time — in a 100% raytraced environment.

Present your ideas in 100% ray-traced quality without the need for extra optimizations and conversions. Make project changes directly in 3ds Max and validate your designs on the spot.

Free up your machine with quick and easy cloud rendering.

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

Work seamlessly with other software.

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

Chaos V-Ray for Maya

chaos v-ray 6 for maya hero

The world’s most complete rendering software for animation and visual effects.

For 3D artists who need a fast and flexible renderer, V-Ray for Maya – Rental Options is built for speed, and designed for production. No matter the project, V-Ray delivers when it matters most.

Create without limits.

Generate complex geometric surfaces for stunning close-up shots at no extra memory cost. Create custom skies for your environments with ease. Take your product design and HDRI renders to the next level. Speed up your projects’ reviews and approvals by taking them to the cloud. Get data to optimize your scenes for even faster rendering. Free up your creative time with a number of workflow and performance enhancements. And more. 

Emmy and Academy Award-winning rendering technology.

V-Ray is production-proven. For more than a decade, the world’s leading studios have used V-Ray to render over 400 television series and feature films. In 2017, V-Ray’s ray tracing technology received a Sci-Tech Academy Award for its contribution to photorealistic visual effects. In 2021, V-Ray was awarded with an Engineering Emmy for advancing the use of fully ray-traced rendering.

High-powered rendering at any scale.

Take full advantage of your hardware with production rendering that scales on multiple CPUs, GPUs, or both. You can even render a single image across multiple machines with distributed rendering.

Seamless integration with your pipeline.

V-Ray works seamlessly with Maya and your studio pipeline. This includes support for MASH, Bifrost-USD, and MayaUSD, as well as your favorite Maya plugins, including Golaem, Massive, Ornatrix, Chaos Phoenix, Yeti, and more. V-Ray for Maya is also compatible with ACEScg, Alembic, OpenVDB, and OpenColorIO industry standards.

Easy to deploy and customize.

V-Ray is easy to deploy on any Windows, macOS, or Linux network and offers flexible licensing options for you to choose from. The bundled V-Ray Standalone renders scenes directly with V-Ray, which is perfect for headless render-farm nodes. 

V-Ray for Maya also includes two software development kits to customize your rendering workflow. For example, you can write custom shaders with the V-Ray SDK (C++) or build custom pipeline tools with the V-Ray App SDK (Python).

What’s new in V-Ray 6 for Maya

Generate complex geometric surfaces for stunning close-up shots at no extra memory cost. Create custom skies for your environments with ease. Take your product design and HDRI renders to the next level. Speed up your projects’ reviews and approvals by taking them to the cloud. Get data to optimize your scenes for even faster rendering. Free up your creative time with a number of workflow and performance enhancements. And more.

Chaos V-Ray for SketchUp

The ultimate solution for SketchUp rendering.

V-Ray® for SketchUp is a 3D rendering software that combines real-time and photorealistic rendering — all in SketchUp. From beginner to pro, Chaos® V-Ray has all the tools you need to create stunning architectural renders and animations.

V-Ray and Enscape compatibility.

You can now open your real-time Enscape scenes directly in V-Ray to continue building on your work to take it to the highest possible level of photorealism. Your department can now experience a fast and easy end-to-end design process.

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, and set up lights and cameras — all in a live real-time view of your scene. You can also package your V-Ray Vision result for others to experience just like you did in SketchUp.

Create photorealistic renders

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 as you can come to the real thing before it’s built.

Bring your scenes to life.

Employ our curated collection of smart assets — including high-quality models of furniture, accessories, vegetation, and people — and stage your project with just a few clicks. The all-new Chaos Cosmos asset browser lets you easily drop render-ready 3D content right into your SketchUp scene.

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.

Chaos V-Ray is the ultimate power-up for SketchUp.

V-Ray and SketchUp are the perfect team. SketchUp is, of course, 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. In other words, the two together are the perfect combo to take your designs to the next level.

What’s new in Version 6 for SketchUp

When you’re ready to create photorealistic renderings and animations, V-Ray does it all. And now, V-Ray 6 for SketchUp lets you do even more. Powerful new tools let you create detailed geometric patterns and beautiful custom skies. New and improved materials boost rendering speeds and realism. And cloud collaboration and Enscape compatibility bring teams together like never before.

Chaos V-Ray for Rhino

Real-time and photoreal rendering in one.

V-Ray for Rhino lets you accomplish more than ever before.

The all-in-one visualization solution for Rhino and Grasshopper.

V-Ray® for Rhino is a 3D rendering software that combines real-time and photoreal rendering into one complete suite of visualization tools. From architecture to product design, it’s everything you need to bring your next design project to life.

V-Ray and Enscape compatibility

You can now open your real-time Enscape scenes directly in V-Ray to continue building on your work to take it to the highest possible level of photorealism. Your department can now experience a fast and easy end-to-end design process.

Visualize in real-time.

V-Ray Vision gives you a live real-time view as you build your model, apply materials, and light your Rhino and Grasshopper designs. Now you can visualize any project in real time while you design. You can also package your V-Ray Vision result for others to experience just like you did in Rhino.

Turn your vision into reality.

With photorealistic lights, cameras, and materials, rendering with V-Ray is as real as it gets. Communicate and collaborate with confidence, knowing that your designs look just right.

Go beyond rendering.

Introducing all-new tools that let you fine-tune and finish your renders without needing an extra app. Composite to render layers, make color corrections, and instantly adjust the lighting in the new V-Ray Frame Buffer.

Elevate your designs.

Choose from a collection of smart assets — including high-quality models of plants, people, vehicles, and furniture — and give your project real-world context. The all-new Chaos® Cosmos asset browser lets you easily place render-ready 3D content right into your Rhino scene.

Seamless Grasshopper integration.

Visualize your parametric designs on the fly. V-Ray for Grasshopper comes with V-Ray for Rhino and includes a collection of nodes to support V-Ray geometry, lighting, materials, rendering, and animation.

What’s new in V-Ray 6 for Rhino

V-Ray 6 enables you to take advantage of powerful new ways to collaborate with colleagues and clients. Now, bring an Enscape scene inside V-Ray and take it to photorealism. Share your work and get feedback with Chaos Cloud Collaboration. Add custom clouds and create breathtaking time-lapses with the new procedural cloud system. Create more complex and more realistic materials with just a few clicks. And more.

Chaos V-Ray for Unreal

With V-Ray 5 for Unreal, it’s never been faster or easier to take your V-Ray scenes into Unreal’s real-time engine.

Now better than ever.

With V-Ray 5 for Unreal, it’s never been faster or easier to take your V-Ray scenes into Unreal’s real-time engine. Chaos’ smart technology gives you our most flexible and efficient light baking workflow to date, while effortlessly handling the material conversion.

V-Ray for Unreal is a plug-in for Unreal Engine (UE) Editor that allows you to import your V-Ray scenes from 3ds Max, Maya, and SketchUp directly to Unreal Engine Editor for rendering. To point out, V-Ray for Unreal maintains data consistency. In other words, your original materials from V-Ray for 3ds Max, Maya, and SketchUp remain connected to their real-time versions. To explain, call them up when you’re ready to render. Use V-Ray for Unreal for light baking. In addition, use it for the rendering of native UE scenes or of 3rd party data that has been imported to Unreal Engine Editor with Epic’s own Datasmith.

Custom light baking controls

V-Ray 5 gives you a new level of control over light baking. Now, in addition to Preview, Medium, and High-quality presets, you can completely customize your render settings. This means you can fine-tune global illumination, sampling, and noise levels so they’re optimized for your specific project.

Post-processing is built in.

V-Ray 5 introduces a new Frame Buffer with post-processing controls built-in. You can make color corrections, combine render elements, and add finishing touches without the use of a third-party image editor. This saves you time and helps you get the perfect look straight from your renderer.

Coat layer

A new Coat layer has been added to the V-Ray Material. In summary, it makes it easy for you to create materials with reflective coatings like coated metal and lacquered wood.

Respect pivot points

Now when you import objects with V-Ray for Unreal, their pivot points will remain unchanged. In previous versions, pivot points were placed at the world origin.

Selective export to V-Ray scene

Select any objects in your scene and export them as a V-Ray scene. This makes it easy to transfer assets to other V-Ray applications.

Intel Open Image Denoise

For users without an NVIDIA graphics card, the Intel Open Image Denoise uses your CPU to reduce noise during interactive rendering.

Blue noise sampling

With blue noise sampling, your rendered image will appear cleaner using the same amount of samples. This is especially noticeable when rendering motion blur and depth of field effects.

Initial out-of-core support

V-Ray 5 adds initial support for rendering large scenes that exceed your GPU memory.

Chaos V-Ray for Revit

chaos v-ray for revit

Professional Rendering for Architects and Designers

V-Ray® for Revit is a versatile visualization toolset that brings you the best of both worlds. In other words, get real-time visualization and photo-realistic rendering. In fact, it’s everything all in one. And all in Revit. From beginner to pro, Chaos® V-Ray has all the tools you need to visualize your Revit projects from start to finish.

Visualizing your Revit projects in real time has never been easier. Now with V-Ray Vision, you can see your designs in real time while you work in Revit. Move around your model, apply materials, and set up lights and cameras—all with a live real-time view of your model.

Rendering that’s as real as it gets.

See exactly how your project will look. With true-to-life lights, cameras, and materials, rendering with V-Ray is as real as it gets. It’s as close as you can come to the real thing before it’s built.

Choose from an array of high-quality 3D assets to bring your project to life, including detailed models of furniture, trees, cars, and people. The all-new Chaos Cosmos asset browser lets you easily place render-ready content right into your Revit model.

In fact, V-Ray and Revit are the perfect team.

Revit is the world’s most widely used BIM software for architecture and design. And V-Ray is the world’s #1 rendering software for architectural visualization. The two together are the perfect combination to take your designs and presentations to the next level.

Chaos V-Ray for Houdini

Chos V-Ray for Houdini

Super-fast production rendering for VFX artists

V-Ray for Houdini is a production-proven CPU & GPU rendering software. To summarize, it comes with all the tools artists need to render amazing-looking procedural effects. Seamlessly integrated with Houdini, it enables smooth scene exchange and iterations between Houdini and other DCC applications.

Academy Award-Winning Ray Tracing Technology in Chaos V-Ray for Houdini

V-Ray’s performance is production-proven. It’s been used by the world’s leading studios to render over 300 television series and feature films. In 2017, V-Ray received a Sci-Tech Academy Award for its contribution to photorealistic visual effects.

Fast and scalable to help you meet tight deadlines.

V-Ray’s adaptive ray tracing is highly optimized for superior speed and scalability. You can take full advantage of your hardware rendering on multiple CPUs, & GPUs, or both. With V-Ray’s distributed rendering, you can render a single image across multiple machines.

Smart integration for a smooth workflow.

V-Ray works seamlessly with Houdini and enables smooth scene exchange with other DCC applications. ACEScg support is new in V-Ray 5, joining other industry standards like Alembic, OpenVDB, and OpenColorIO.

Creative control to render anything imaginable.

Bring your projects to life with the right tools for the job. To explain, V-Ray equips you with a complete set of lighting, shading, and rendering tools. It’s the most full-featured 3D rendering software available.

Chaos V-Ray for Nuke

Chaos v-ray for NUKE

V-Ray 5 for Nuke offers powerful rendering for compositing artists.

Chaos V-Ray for NUKE offers powerful ray-traced rendering for the VFX industry’s #1 compositing application.

Quality

Top artists and studios use V-Ray every day to render world-class imagery and visual effects.

Power

Equally important, V-Ray adds production-proven lighting, shading, and rendering capabilities to NUKE’s powerful compositing toolset.

Speed

Save time by making look development decisions on the fly, and output final frames faster by rendering directly in post-production.

Creative Control

V-Ray for NUKE gives you full control over lighting, shadows, reflections, and more, similarly, without the need to send it back to 3D.

Smart Integration

Furthermore, V-Ray fits seamlessly into NUKE’s native node-based workflow.

An Industry Standard

Additionally, V-Ray’s Academy Award-winning ray-traced renderer in Nuke’s industry-standard compositing application gives artists the best of both worlds.

HostVersion/BuildRelease DateNotes
V-Ray for Cinema 4D6.00.0128 Sept 2022Details
Release notes
V-Ray for 3ds Max6.00.205 Oct 2022Details

Release notes
V-Ray for Maya6.00.0231 Aug 2022Release notes
V-Ray Next for MODO4.12.01 - Discontinued as of 20 Jan 202224 Apr 2019Release notes
V-Ray for NUKE5.20.002 Dec 2021Release notes
V-Ray Next for Katana4.10.02 - Discontinued as of 20 Jan 202226 Mar 2019Release notes
V-Ray for Houdini5.20.029 Dec 2021Release notes
V-Ray for Revit6.00.003 Nov 2022Release notes
V-Ray for Rhino6.00.013 Nov 2022Release notes
V-Ray for Sketchup6.00.013 Nov 2022Release notes
V-Ray Next for Unreal5.10.01

27 Jan 2022Release notes
Softimage3.0 (previous version)

 

Minimum System Requirements


Please make sure that your system fulfills these requirements before using V-Ray Benchmark.

 

Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (64-bit)
RAM4 GB RAM free
Operating SystemWindows® 8 and later, Red Hat® Enterprise Linux® 7.2 WS, or CentOS 7, and later, macOS 10.10 and later
Hard Disk Space1 GB free
Video CardV-Ray GPU CUDA: Maxwell-, Pascal-, Volta- and Turing-based NVIDIA card(s) with the latest recommended video driver or at least version 441.20.

The minimum required compute capability is 5.2*

V-Ray GPU RTX: RTX cards with the latest recommended video driver or at least version 441.28

GPU Rendering on macOS is performed on CPU device(s) only.

 

Recommended Requirements


For optimal performance, please make sure that your system fulfills these requirements in addition to the Minimum System Requirements before using V-Ray Benchmark.

Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (64-bit)
RAM8 GB RAM free
InternetInternet access (for submitting results)

 

Supported Hosts

3ds Max, Cinema 4D, Houdini, Maya, Nuke, Revit, Rhino, SketchUp, and Unreal.

3ds Max

V-Ray 6 for 3ds Max supports 3ds Max 2018–2023. Several V-Ray features require 3ds Max 2019 or newer to work, including V-Ray Proxy hierarchy, batch loading multi-sub textures, faster UI, and Chaos Cloud collaboration from the VFB.

The requirements listed here are for the latest version of V-Ray for 3ds Max.

Please make sure that your system meets the requirements listed below before installing V-Ray.

ProcessorIntel 641, AMD64 or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 64 GB RAM
Operating systemMicrosoft® Windows® 8.1, Windows 10 or Windows 11 operating system
Autodesk® 3ds Max3ds Max® 2018, 2019, 2020, 2021, 2022, and 2023 (64-bit)
USB portRequired for customers using legacy hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 required for distributed rendering is supported. IPv6 is currently not supported.
License Server6.0.0 or later
GPU AccelerationNVIDIA CUDA with minimum required compute capability 5.22: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s);

NVIDIA RTX with compute capability 5.22: RTX cards with latest recommended video driver3;

2GB VRAM

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing- and Ampere-based NVIDIA card with latest recommended video driver3

 

1 – Windows 11 is required for running Intel Alder Lake processors.
2 – CUDA compute capability and card reference
3 – With V-Ray 6, using older drivers (less than 495.xx) on Ampere cards may lead to incorrect render results with RTX. More information on V-Ray GPU is available at Chaos.com.

Maya

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 2018Windows ® 8.1, Windows ® 10 Professional, and Windows® 11
Maya 2019Windows ® 8.1, Windows ® 10 Professional, and Windows® 11
Maya 2020Windows ® 8.1, Windows ® 10 Professional, and Windows® 11
Maya 2022Windows ® 10 Professional and Windows® 11
Maya 2023Windows ® 10 Professional and Windows ® 11

SketchUp

Windows

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 SketchUp.

ProcessorIntel* 64, AMD64 or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 16 GB RAM
Hard Disk Spaceminimum 2GB, recommended 12GB (includes additional downloadable content)
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating SystemWindows® 8.1, Windows 10, Windows 11.
SketchUpSketchUp 2017, 2018, 2019, 2020, 2021, 2022
GPU SupportMaxwell-, Pascal-, Volta-, Turing- and Ampere- based NVIDIA card(s) with  latest recommended video driver
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.

macOS

Please make sure that your system fulfills these requirements before installing V-Ray.

ProcessorIntel 64, AMD64, ARM or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 16 GB RAM
Hard Disk Spaceminimum 2GB, recommended 12GB (includes additional downloadable content)
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating SystemApple® macOS 10.14.x or higher
SketchUpSketchUp 2017, 2018, 2019, 2020, 2021, 2022

V-Ray GPU is not officially supported on macOS.

It works only with C++/CPU devices. 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).

For more information on hardware, see the Hardware Recommendations article.

Revit

Windows

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 Revit. For additional information on hardware, see the Hardware Recommendations article.

Processorminimum: Intel® 64, AMD® 64 or compatible processor with SSE4.2 support;

recommended: Intel® 64, AMD® 64 or compatible processor with SSE4.2 support. Larger cache memory, higher memory bandwidth and more cores are better.

RAM
minimum 8 GB RAM, recommended 16 GB RAM
Hard Disk Spaceminimum 2GB, recommended 12GB (includes additional downloadable content)
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating systemWindows® 8.1, Windows 10, Windows 11
RevitAutodesk Revit 2018, 2019, 2020, 2021, 2022, and 2023.
GPU SupportMaxwell-, Pascal-, Turing-, Volta-, or Ampere-based NVIDIA card(s) with  latest recommended video driver

V-Ray Vision requires a Graphic card with DirectX 11 or DirectX 12 and Shader Model 5.0 capabilities.

CUDA compute capability and card reference
** Autodesk Revit 2018 is not supported on Windows 11
*** Windows 11 is required for running Intel Alder Lake processors.

Rhino

Windows

Please make sure that your system fulfills these requirements before installing V-Ray. For additional information on hardware, see the Hardware Recommendations article.

ProcessorIntel 64, AMD64 or compatible processor with SSE4.2 support
RAM8 GB RAM and 8 GB swap minimum – recommended 16 GB or more RAM.
Hard Disk SpaceMinimum 2GB, Recommended 12GB (includes additional downloadable content)
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported.
Supported GPUMaxwell-, Pascal-, Turing-, Volta- and Ampere- based NVIDIA card(s) with the latest recommended video driver (for both CUDA and RTX – enabled cards)

V-Ray Vision requires a Graphics card with DirectX 11 or DirectX 12 and Shader Model 5.0 capabilities

 

The following table shows the versions of Rhinoceros 3D and the 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 Rhino.

Version of RhinoSupported Operating System
Rhino 6 (v6.34.21034 or later)Windows 8.1, Windows 10 Professional, and Windows 11
Rhino 7 (7.15.22039.13001 or later)Windows 8.1, Windows 10 Professional, and Windows 11
Rhino 8 (experimental)Windows 8.1, Windows 10 Professional, and Windows 11

 

Note: Customer support is available only for V-Ray 5 and V-Ray Next (V-Ray 4). Earlier versions are no longer supported.

Note: Windows 11 is required for running Intel Alder Lake processors.

Cinema 4D

Make sure to always have the latest Cinema 4D updates for V-Ray to load.

Windows


RAM8 GB RAM or 8 GB swap minimum – recommended 64 GB RAM or more;
(Actual amount required will vary with scene requirements.)
Operating systemMicrosoft® Windows® 8.1, Windows 10, or Windows 11 operating system
TCP/IPOnly IPv4 required for distributed rendering is supported. IPv6 is currently not supported
GPU Acceleration

NVIDIA CUDA: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s) with with latest recommended video driver;

NVIDIA RTX: RTX cards with latest recommended video driver ;

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing or Ampere-based NVIDIA card with latest recommended video driver

The minimum required compute capability is 5.22

License Server5.5.0 or later

 

The following table shows the versions of Cinema 4D and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems.

Version of Cinema 4DSupported Operating System
R20Windows ® 8.1, Windows ® 10 Professional and Windows ® 11
R21Windows ® 8.1, Windows ® 10 Professional and Windows ® 11
S22Windows ® 8.1, Windows ® 10 Professional and Windows ® 11
R23Windows ® 8.1, Windows ® 10 Professional and Windows ® 11
S24Windows ® 8.1, Windows ® 10 Professional and Windows ® 11
R25Windows ® 10 Professional and Windows ® 11
S26Windows ® 10 Professional and Windows ® 11

 

macOS


RAM8 GB RAM or 8 GB swap minimum – recommended 64 GB RAM or more;
(Actual amount required will vary with scene requirements.)
Operating systemApple ® macOS ® X 10.14 or later
TCP/IPOnly IPv4 required for distributed rendering is supported. IPv6 is currently not supported
License Server5.5.0 or later

OpenCL with both AMD and Nvidia cards is not supported with V-Ray for Cinema 4D on macOS.

 

The following table shows the versions of Cinema 4D and operating systems on which V-Ray is supported. Note that V-Ray is only supported for 64 bit operating systems.

Version of Cinema 4DSupported Operating Systems
R20Apple ® macOS ® X 10.14 or later
R21Apple ® macOS ® X 10.14 or later
S22Apple ® macOS ® X 10.14 or later
R23Apple ® macOS ® X 10.14 or later
S24Apple ® macOS ® X 10.14 or later
R25Apple ® macOS ® X 10.14 or later
S26Apple ® macOS ® X 10.14 or later

Notes

1 –  Windows 11 is required for running Intel Alder Lake processors.

2 CUDA compute capability and card reference

V-Ray Node space is available in Cinema 4D versions 21.1 and later!

3 – V-Ray 5, update 2 for Cinema 4D is supported on macOS machines with ARM architecture. Note that Intel Denoiser is not supported with universal builds of V-Ray. If you are using universal builds with ARM architecture, make sure to turn off Rosetta. See this video for additional information.

Houdini

Windows

Please make sure that your system fulfills these requirements before installing V-Ray.

ProcessorIntel®64*, AMD64, or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 64 GB RAM

Larger cache memory, higher memory bandwidth and more cores are better.

TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating System (64-bit only)Windows® 8.1 Professional, Windows® 10 Professional, and Windows® 11
HoudiniV-Ray Next: Houdini 17.5 and later

V-Ray 5: Houdini 18 and later

GPU Support

NVIDIA CUDA: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s) with the latest recommended video driver;

NVIDIA RTX: RTX cards with latest recommended video driver;

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing or Ampere-based NVIDIA card with the latest recommended video driver;

The minimum required compute capability is 5.2**

* Windows 11 is required for running Intel Alder Lake processors.
** CUDA compute capability and card reference
For additional information on hardware, see the Hardware Recommendations article.

Linux

Please make sure that your system fulfills these requirements before installing V-Ray.

ProcessorIntel®64, AMD64, or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 64 GB RAM

Larger cache memory, higher memory bandwidth and more cores are better.

TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating System (64-bit only)Red Hat® Enterprise Linux® 6.2+ WS, or CentOS 6.2 (64bit)
HoudiniV-Ray Next: Houdini 17.5 and later

V-Ray 5: Houdini 18 and later

GPU SupportNVIDIA CUDA: Maxwell-, Pascal-, Volta-, Turing- and Ampere-based NVIDIA card(s) with the latest recommended video driver;

NVIDIA RTX: RTX cards with the latest recommended video driver;

V-Ray Production Denoiser: AMD or NVIDIA GPU supporting OpenCL 1.2;

NVIDIA AI Denoiser: Maxwell, Pascal, Volta, Turing or Ampere-based NVIDIA card with the latest recommended video driver;

The minimum required compute capability is 5.2*

CUDA compute capability and card reference
For additional information on hardware, see the Hardware Recommendations article.

macOS

Please make sure that your system fulfills these requirements before installing V-Ray.

ProcessorIntel®64, AMD64, or compatible processor with SSE4.2 support
RAMMinimum 8 GB RAM, recommended 64 GB RAM

Larger cache memory, higher memory bandwidth and more cores are better.

TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
Operating System (64-bit only)Apple® macOS® X 10.10.2+
HoudiniV-Ray Next: Houdini 17.5 and later

V-Ray 5: Houdini 18 and later

 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).

*Check also the Houdini system requirements page: https://www.sidefx.com/Support/system-requirements/
For additional information on hardware, see the Hardware Recommendations article.

Note

  • V-Ray Next supports Python 2 only. V-Ray 5 supports both Python 2 and Python 3.
  • Python 2 is supported for Houdini 17.5 and later. Python 3 is supported for Houdini 18.5.351 and later.

Nuke

Please make sure that your system fulfills the following requirements before installing V-Ray. Check the Nuke system requirements on The Foundry website for additional information.

Windows

Note that V-Ray is only supported for 64-bit operating systems and 64-bit versions of Nuke.

Processor1st Gen Intel® Core™* or compatible processor with SSE4.2 support (x64)
RAM4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
USB PortRequired for hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
GPU SupportMaxwell-, Pascal-, Turing-, Volta- or Ampere-based NVIDIA card(s) with  latest recommended video driver

The minimum required compute capability is 5.2**.

* Windows 11 is required for running Intel Alder Lake processors.

** CUDA compute capability and card reference

The following table shows the versions of The Foundry Nuke and operating systems on which V-Ray is supported.

Version of Nuke Supported Operating System
Nuke 12 64-bitWindows ® 10, Windows ® 11
Nuke 12.1 64-bitWindows ® 10, Windows ® 11
Nuke 12.2 64-bitWindows ® 10, Windows ® 11
Nuke 13 64-bitWindows ® 10, Windows ® 11

 

Linux


Processor1st Gen Intel® Core™ or compatible processor with SSE4.2 support (x64)
RAM4 GB RAM and 4 GB swap minimum – recommended 8 GB or more RAM, 8 GB or more swap file
USB PortRequired for hardware lock, preferably USB 2.0
TCP/IPOnly IPv4 is supported. IPv6 is currently not supported
GPU SupportMaxwell-, Pascal-, Turing-, Volta- or Ampere-based NVIDIA card(s) with latest recommended video driver

The minimum required compute capability is 5.2* .

CUDA compute capability and card reference

The following table shows the versions of The Foundry Nuke and operating systems on which V-Ray is supported.

Version of Nuke Supported Operating System
Nuke 12 64-bitCentOS 7.4, 7.5, and 7.6 (64-bit)
Nuke 12.1 64-bitCentOS 7.4, 7.5, and 7.6 (64-bit)
Nuke 12.2 64-bitCentOS 7.4, 7.5, and 7.6 (64-bit)
Nuke 13 64-bitCentOS 7.4, 7.5, and 7.6 (64-bit)

 

Unreal

The V-Ray Benchmark results page provides an extensive list of hardware combinations tested with V-Ray.

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.

Minimum System Requirements
ProcessorIntel® or AMD® 64-bit processor with SSE 4.2 support
RAM8 GB RAM and 8 GB swap minimum
GPUNVIDIA® GPU with compute capability 5.2 (info) with NVIDIA Display driver 436.30 or higher. Non-supported GPU hardware fallbacks to CPU rendering
Unreal Engine Editor version4.25.4; 4.26.2; 4.27.2
Supported Operating SystemsWindows® 7 SP1 64-bit, Windows® 8 & 8.1 x64, Windows® 10

 

Please make sure you have the appropriate version of Visual Studio for project packaging in Unreal.

4.25.4VS 2017
4.26.2VS 2017
4.27.2VS 2017

 

 

V-Ray 6 for Sketchup

Full Release Notes

Enscape Compatibility

  • Enscape compatibility. Scenes set up using Enscape will now render in V-Ray. Materials, lights and even the Enscape assets will be automatically handled by V-Ray providing a great starting point when transitioning from the Enscape design stage to the high-end visualization in V-Ray
  • A global Enscape Compatibility toggle is implemented. It disables the special handling for Enscape materials, assets and lights
  • * Note that Enscape assets provided by 3D PEOPLE are currently not supported

Rendering

  • Resumable Rendering implemented. Incomplete renders can now be resumed where they left off from the previous session. Ensure that an output image path is specified to take advantage of the feature
  • The interactive rendering workflow is updated. The Interactive UI toggle is removed and the production render settings remain visible at all times. Interactive rendering is enabled by using the Render Interactive button on the toolbar, the one in the asset editor or in the VFB
  • Interactive Parameters rollout added to the Advanced Settings/Render Parameters section. A few parameters specific to interactive rendering can be changed there. One example is the Interactivity slider, another the toggle for Interactive Light Cache
  • Interactive Light cache implemented. Toggle the ‘Advanced Settings/Interactive Parameters/Allow Interactive LC’ option and ensure that Light Cache is selected as a secondary GI engine to use it. When enabled the Automatic Exposure, Automatic White Balance and Adaptive Lights features will work in interactive sessions
  • All rendering-related icons on the toolbar and in the Asset Editor are updated

Unified Login

  • Chaos Unified Login implemented. This is a system that ensures a single Chaos login enables all Chaos products, services and product features that require authentication

Cloud Collaboration

  • Chaos Cloud Collaboration implemented. This is an image-sharing platform available for free for all V-Ray users. Use the shortcuts in the VFB for a quick image upload. Note that the platform is still in beta

Cosmos

  • Cosmos is updated to its latest version
  • Cosmos is the new central and only remote assets provider. The legacy remote contents downloader is deprecated and is no longer part of V-Ray
  • Material Library in Cosmos. The built-in V-Ray material library is no longer available in the Asset Editor. Use Cosmos to browse and import preset materials in your project. Note that the vrmat library panel will remain as part of the Asset Editor mainly for managing custom asset libraries
  • A shortcut that opens the V-Ray Material Library in Cosmos is now available in the left fly off pane of the Asset Editor. Select the default Materials entry to see it in the contents pane
  • The logic used for importing Cosmos materials is improved in numerous ways to accommodate the new library workflow
  • Light Gen environments from Cosmos. Light Gen no longer uses a proprietary system for downloading its HDR environments and instead gets the images from Cosmos. Note that saving and loading .lightset files is temporarily disabled
  • Cosmos assets are now automatically selected after import
  • The Cosmos browser is automatically reopened after an asset is placed in the project and the SketchUp tool is changed

Procedural Clouds

  • Procedural clouds can now be enabled in the V-Ray Sky. Select the Sun Light in the project to change the clouds parameters
  • Dynamic Clouds implemented. Enable the option in the sunlight parameters and the clouds will automatically move when the time of day changes. Use the Wind Speed, Direction as well as the Phase Velocity parameters to control the movement

Enmesh

  • V-Ray Enmesh Implemented. Apply the Enmesh modifier to an object and then pick an item to cover the object’s surface forming a 3D pattern. Note that the base object’s UV texture coordinates determine the items positioning

Asset Tagging

  • A new Tags system used for grouping the scene assets in the Asset Editor is implemented. Use the tags to organize and work more efficiently in complex projects
  • Tag entry added to the assets context menu in the Outliner. Use it to create new tags, change the asset’s tag assignment or add multiple assets to a tag all at once
  • Tag assignment via a drag and drop of an asset is implemented. Note that only a single asset can be added to a tag this way

Camera Clipping

  • Camera Clipping options added to the Advanced Camera Parameters rollout. Use the feature to clip nearby objects in tight spaces

Material and Texture Improvements

  • Distance Texture implemented. The texture outputs color values based on object proximity and can be utilized for restricting Fur generation or even be used as a displacement map
  • Dirt texture Exclude and Affected By options implemented. Exclude objects from the dirt effect or make sure they are ignored when calculating the proximity
  • GTR energy compensation is enabled for all V-Ray Materials. The option ensures more accurate reflection values for most blurry reflective materials using the Microfacet GTR (GGX) BRDF model
  • Thin Film parameters added to the V-Ray Material. Toggle the advanced parameters to see the Thin Film rollout
  • Car Paint 2 material implemented. It replaces the legacy Car Paint in the UI and comes with an improved flakes and coating layers
  • The rendered appearance as well as the UI of V-Ray Materials using the SSS Translucency are improved
  • The Bitmap texture’s parameter previously known as Color Space is now correctly renamed to Transfer Function. It determines the gamma correction curve applied to the bitmap
  • Automatic Transfer Function mode added to the Bitmap texture. It automatically determines the color transfer function. If a bitmap file name contains the suffix ‘_srgb’ the transfer function is sRGB. If a bitmap file name contains the suffixes‘_lin_srgb’ or ‘raw’, no correction is applied. For bitmap files with 8 bits per color component and 3 or 4 color components (like png, jpg and other), the transfer function is set to sRGB. In all other cases, no correction is applied
  • Mix Amount parameter is added to the Mix (Operator) texture. It specifies the degree to which the two input textures are blended
  • The slider precision for the Reflection Glossiness, Metalness and refraction Glossiness parameters of the VRay Mtl is increased
  • Local Space Bump mode is added to all materials that support bump mapping. Enable it to measure bump amount in local texture space instead of in world units. This mode was previously called Bump Texture Channel and should be selected when an Edges texture is applied for a Round Edges effect
  • Special handling for rotated normal maps is implemented. Normal maps rotated manually or by the UVW Placement randomization feature no longer render inverted
  • The upper limit of the Intensity parameter of Emissive materials is removed

Color Management

  • ACEScg color space management implemented. Select the ACEScg RGB Primaries in the color management settings to ensure that V-Ray is rendering in the new color space. Most standard RGB bitmap textures should use the sRGB Primaries option in this workflow
  • ACEScg color space support is added to the Color Picker

Finite Dome Light

  • Finite Dome parameters added to the Dome light source. It limits the size of the Dome shape and introduces a ground projection that can be adjusted using the Projection Height and Ground Blend parameters

Assets Preview Swatch

  • Live preview for Decals implemented
  • Sphere swatch preview scene added for material assets. The preview is similar to the one used in Cosmos
  • The automatic texture resize is disabled for the GPU asset preview. The material swatch no longer lacks details and appears blurry
  • The Environment textures’ preview no longer appears incorrect when the GPU mode is enabled
  • The V-Ray typography of the Generic material preview is updated to match the current company branding

VFB

  • Panorama viewer implemented. Use the Panorama View toggle in the View menu to enable the new mode. Looking around in this view is done by holding the middle mouse button and moving the mouse. The field of view can be altered by scrolling
  • Proportion Guides layer implemented to help you with the frame composition
  • Batch image processing implemented. Use it to apply corrections to a set of pre-rendered images
  • Flip buttons implemented. Use the quick flip feature to have a fresh eye on the image composition and verify it works in all settings
  • Dither colors option implemented in the VFB settings / Render View rollout. Make sure it is enabled to avoid banding with low-contrast gradients
  • The VFB configuration including the History state and folder location is preserved between installations
  • The Exposure (display only) slider part of the Display Correction’s layer parameters no longer affects images saved from the VFB

V-Ray GPU

  • Improved performance and reliability
  • Added support for the Lighting Analysis render element
  • Improved trace depth limit handling
  • Improved round edges rendering quality
  • The global trace depth logic used by the GPU engine now matches the one used in Production CPU rendering. Enabling the Render Parameters/Optimizations/Max Trace Depth checkbox ensures that the value specified overrides all corresponding max depth settings in the materials
  • The standalone GPU Device Selection tool is updated. The new user interface allows specific devices to be selected for Denoising (should be considered when NVIDIA AI denoising is used). This can help boost rendering performance on systems with more than one GPU
  • An issue preventing spotlights from being scatter by the Environment Fog is resolved

Integration (SketchUp)

  • Materials created in SketchUp are by default no longer treated as full-featured V-Ray materials. They are listed as Host Materials in the asset editor and can be promoted to V-Ray shaders at any point. This is done to help with scene organization and navigation as well as with the new Enscape compatibility
  • Optimized animation export. Exporting SketchUp animations for rendering is now more than 10 times faster. In order to achieve this we re-implemented the frame interpolation logic that SU uses when evaluating camera or sun animations, on the V-Ray side
  • The V-Ray scene importer is updated and can now import any V-Ray shader. ‘Unsupported’ shading nodes use an auto-generated UI allowing them to remain editable. Note that this feature is still in an experimental stage
  • Multiple geometry modifiers can now be applied to the same scene object. Fur and Scatter, for example, can now be combined
  • The VFB configuration is now kept between installations. The history folder location now persists between installations. The Reset action (V-Ray/Preferences/Reset Frame Buffer) can be performed manually when required
  • An issue causing the VFB window to sink below SketchUp in specific situations is resolved
  • Changing the selection of GPU devices used for rendering or denoising via the GPU Device Selection tool no longer causes various issues and crashes
  • An issue causing a crash when starting a render after a scene wipe is resolved
  • SketchUp no longer crashes after picking focus point and then opening the Asset Editor for the first time
  • SketchUp materials with textured transparency are now rendered correctly even before converted to V-Ray materials
  • A number of issues related to the VPR region are resolved
  • The GPU Device Selection, V-Ray Denoiser and VRMesh Viewer standalone tools can now be started from the V-Ray menu. They are located in the V-Ray/Tools/External submenu
  • The ‘Always face camera’ SketchUp components options now supported during animations
  • The V-Ray menu is reorganized, some of the submenu and item labels are updated
  • A warning regarding the fact that the bitmap aperture texture is black no longer appears when GPU rendering is initiated in projects where Depth of Field is used
  • The minimum SketchUp version requirement is bumped to SketchUp 2019. SketchUp 2017 and SketchUp 2018 are no longer supported

Vision

  • A new system for evaluating V-Ray textures is implemented. Most of V-Ray’s procedural textures and texture corrections are now supported in Vision. This is achieved through ‘baking’ which leaves raytraced or camera-based procedural maps still unsupported (Dirt, Falloff, Distance, Edges, etc.)
  • Measurement tool implemented. Use the toolbar button or the Z key to enable the tool, then select the two points to measure the distance between them
  • Depth of field support added. Change the DOF settings in V-Ray to see an effect in Vision. Note that the defocus amount is limited in Vision
  • The Orbit navigation mode hotkeys now match the ones in the host application
  • A new handling for materials opacity is implemented. Visual artifacts no longer appear when multiple transparent objects overlap in the frame
  • The V-Ray Infinite Plane is now supported in Vision. Note that in Vision the plane still has a finite size but will automatically resize based on the scene bounding box
  • The overall stability and reliability of Vision is improved
  • The parameters in the Settings panel are now organized in rollouts
  • Hours can now be displayed in the timeline end label
  • An issue preventing Vision from working on macOS is resolved
  • The default range of the Ambient Light Intensity slider is increased to 200
  • The active camera FOV (Field of View) is taken into consideration when calculating the mouse sensitivity. This improves the Vision navigation in specific situations
  • Vision settings are now organized in rollouts that can be collapsed or expanded depending on the situation
  • Tri-Planar textures using a plane color instead of a texture now work correctly in Vision
  • Added support for the Self-illumination parameters of the VRay Mtl
  • Parallax Displacement mapping implemented. Make sure that a displacement is set up in V-Ray to see the effect
  • The V-Ray Decal is now supported in Vision
  • Navigation shortcut keymaps implemented. The one matching the host application (SketchUp or Rhino) is automatically selected
  • Bitmap texture’s Automatic Transfer Function support added. The transfer function selection in Vision matches the one in V-Ray
  • Flipping face normals in the host application no longer leads to incorrect texture placement in Vision
  • An issues caused by materials with similar names (same name but a different number suffix) is resolved
  • The Output image File path can now be typed manually
  • Deleting a Mesh Light no longer requires a live link restart to take effect
  • Creating a Group or Component in SketchUp during a live session no longer misplaces the object in Vision
  • Vision no longer hangs when a Cosmos asset is merged during a live session
  • Grass strands (V-Ray Fur with ‘grass’ in its name) no longer get misplaced during a live session
  • There is no longer a dark or bright circle artifact under the camera when the high quality shadows are enabled
  • The Ctrl + O shortcut can once again be used for opening .vrscene files
  • A number of issues affecting the fly navigation mode are resolved
  • UI mouse and key interactions no longer affect the view
  • A fly speed exceeding 200 can now be set
  • The A and D fly navigation keys no longer unintentionally change UI slider values
  • CarPaint2 material support added
  • Cosmos asset no longer disappears if a merged version of the same asset exists
  • The trunk material of the American Beech 002 Cosmos asset is no longer rendered black
  • Support for Dome lights using a plain color instead of a texture is added
  • A number of issues with textures instanced in multiple materials are resolved

V-Ray 6 for Rhino

Full Release Notes

Enscape Compatibility

  • Enscape compatibility. Scenes set up using Enscape will now render in V-Ray. Materials and even the Enscape assets will be automatically handled by V-Ray providing a great starting point when transitioning from the Enscape design stage to the high-end visualization in V-Ray
  • A global Enscape Compatibility toggle is implemented. It disables the special handling for Enscape materials and assets
  • * Note that Enscape assets provided by 3D PEOPLE are currently not supported

Rendering

  • Resumable Rendering implemented. Incomplete renders can now be resumed where they left off from the previous session. Ensure that an output image path is specified to take advantage of the feature
  • The interactive rendering workflow is updated. The Interactive UI toggle is removed and the production render settings remain visible at all times. Interactive rendering is enabled by using the Render Interactive button on the toolbar, the one in the asset editor or in the VFB
  • Interactive Parameters rollout added to the Advanced Settings/Render Parameters section. A few parameters specific to interactive rendering can be changed there. One example is the Interactivity slider, another the toggle for Interactive Light Cache
  • Interactive Light cache implemented. Toggle the ‘Advanced Settings/Interactive Parameters/Allow Interactive LC’ option and ensure that Light Cache is selected as a secondary GI engine to use it. When enabled the Automatic Exposure, Automatic White Balance and Adaptive Lights features will work in interactive sessions
  • All rendering-related icons on the toolbar and in the Asset Editor are updated

Unified Login

  • Chaos Unified Login implemented. This is a system that ensures a single Chaos login enables all Chaos products, services and product features that require authentication

Cloud Collaboration

  • Chaos Cloud Collaboration implemented. This is an image-sharing platform available for free for all V-Ray users. Use the shortcuts in the VFB for a quick image upload. Note that the platform is still in beta

Cosmos

  • Cosmos is updated to its latest version
  • Cosmos is the new central and only remote assets provider. The legacy remote contents downloader is deprecated and is no longer part of V-Ray
  • Material Library in Cosmos. The built-in V-Ray material library is no longer available in the Asset Editor. Use Cosmos to browse and import preset materials in your project. Note that the vrmat library panel will remain as part of the Asset Editor mainly for managing custom asset libraries
  • A shortcut that opens the V-Ray Material Library in Cosmos is now available in the left fly off pane of the Asset Editor. Select the default Materials entry to see it in the contents pane
  • The logic used for importing Cosmos materials is improved in numerous ways to accommodate the new library workflow
  • Light Gen environments from Cosmos. Light Gen no longer uses a proprietary system for downloading its HDR environments and instead gets the images from Cosmos. Note that saving and loading .lightset files is temporarily disabled
  • Cosmos materials are now automatically selected after import

Procedural Clouds

  • Procedural clouds can now be enabled in the V-Ray Sky. Select the Sun Light in the project to change the clouds parameters
  • Dynamic Clouds implemented. Enable the option in the sunlight parameters and the clouds will automatically move when the time of day changes. Use the Wind Speed, Direction as well as the Phase Velocity parameters to control the movement

Enmesh

  • V-Ray Enmesh Implemented. Apply the Enmesh modifier to an object and then pick an item to cover the object’s surface forming a 3D pattern. Note that the base object’s UV texture coordinates determine the items positioning
  • Enmesh crop-box preview implemented. Changing the Spacing parameters in the Asset Editor reflects in the viewport preview showing the way the pattern-forming objects are spaced or cropped

Asset Tagging

  • A new Tags system used for grouping the scene assets in the Asset Editor is implemented. Use the tags to organize and work more efficiently in complex projects
  • Tag entry added to the assets context menu in the Outliner. Use it to create new tags, change the asset’s tag assignment or add multiple assets to a tag all at once
  • Tag assignment via a drag and drop of an asset is implemented. Note that only a single asset can be added to a tag this way

Camera Clipping

  • Camera Clipping options added to the Advanced Camera Parameters rollout. Use the feature to clip nearby objects in tight spaces

Material and Texture Improvements

  • Distance Texture implemented. The texture outputs color values based on object proximity and can be utilized for restricting Fur generation or even be used as a displacement map
  • Dirt texture Exclude and Affected By options implemented. Exclude objects from the dirt effect or make sure they are ignored when calculating the proximity
  • GTR energy compensation is enabled for all V-Ray Materials. The option ensures more accurate reflection values for most blurry reflective materials using the Microfacet GTR (GGX) BRDF model
  • Thin Film parameters added to the V-Ray Material. Toggle the advanced parameters to see the Thin Film rollout
  • Car Paint 2 material implemented. It replaces the legacy Car Paint in the UI and comes with an improved flakes and coating layers
  • The rendered appearance as well as the UI of V-Ray Materials using the SSS Translucency are improved
  • The Bitmap texture’s parameter previously known as Color Space is now correctly renamed to Transfer Function. It determines the gamma correction curve applied to the bitmap
  • Automatic Transfer Function mode added to the Bitmap texture. It automatically determines the color transfer function. If a bitmap file name contains the suffix ‘_srgb’ the transfer function is sRGB. If a bitmap file name contains the suffixes‘_lin_srgb’ or ‘raw’, no correction is applied. For bitmap files with 8 bits per color component and 3 or 4 color components (like png, jpg and other), the transfer function is set to sRGB. In all other cases, no correction is applied
  • Mix Amount parameter is added to the Mix (Operator) texture. It specifies the degree to which the two input textures are blended
  • The slider precision for the Reflection Glossiness, Metalness and refraction Glossiness parameters of the VRay Mtl is increased
  • Local Space Bump mode is added to all materials that support bump mapping. Enable it to measure bump amount in local texture space instead of in world units. This mode was previously called Bump Texture Channel and should be selected when an Edges texture is applied for a Round Edges effect
  • Special handling for rotated normal maps is implemented. Normal maps rotated manually or by the UVW Placement randomization feature no longer render inverted
  • The upper limit of the Intensity parameter of Emissive materials is removed

Color Management

  • ACEScg color space management implemented. Select the ACEScg RGB Primaries in the color management settings to ensure that V-Ray is rendering in the new color space. Most standard RGB bitmap textures should use the sRGB Primaries option in this workflow
  • ACEScg color space support is added to the Color Picker

Finite Dome Light

  • Finite Dome parameters added to the Dome light source. It limits the size of the Dome shape and introduces a ground projection that can be adjusted using the Projection Height and Ground Blend parameters

Assets Preview Swatch

  • Live preview for Decals implemented
  • Sphere swatch preview scene added for material assets. The preview is similar to the one used in Cosmos
  • The automatic texture resize is disabled for the GPU asset preview. The material swatch no longer lacks details and appears blurry
  • The Environment textures’ preview no longer appears incorrect when the GPU mode is enabled
  • The V-Ray typography of the Generic material preview is updated to match the current company branding

VFB

  • Panorama viewer implemented. Use the Panorama View toggle in the View menu to enable the new mode. Looking around in this view is done by holding the middle mouse button and moving the mouse. The field of view can be altered by scrolling
  • Proportion Guides layer implemented to help you with the frame composition
  • Batch image processing implemented. Use it to apply corrections to a set of pre-rendered images
  • Flip buttons implemented. Use the quick flip feature to have a fresh eye on the image composition and verify it works in all settings
  • Dither colors option implemented in the VFB settings / Render View rollout. Make sure it is enabled to avoid banding with low-contrast gradients
  • The VFB configuration including the History state and folder location is preserved between installations
  • The Exposure (display only) slider part of the Display Correction’s layer parameters no longer affects images saved from the VFB

V-Ray GPU

  • Improved performance and reliability
  • Added support for the Lighting Analysis render element
  • Improved trace depth limit handling
  • Improved round edges rendering quality
  • The global trace depth logic used by the GPU engine now matches the one used in Production CPU rendering. Enabling the Render Parameters/Optimizations/Max Trace Depth checkbox ensures that the value specified overrides all corresponding max depth settings in the materials
  • The standalone GPU Device Selection tool is updated. The new user interface allows specific devices to be selected for Denoising (should be considered when NVIDIA AI denoising is used). This can help boost rendering performance on systems with more than one GPU
  • An issue preventing spotlights from being scatter by the Environment Fog is resolved

Integration

  • Rhino 8 is now supported
  • V-Ray scene importer implemented. Import any .vrscene file for editing in Rhino. V-Ray shaders are also added to the scene. ‘Unsupported’ shading nodes use an auto-generated UI – still remaining editable. Note that this feature is still in an experimental stage
  • Implemented support for Double-sided material in Rhino 7 and Rhino 8
  • An issue causing materials from legacy scenes to not get loaded correctly in the current V-Ray version is resolved
  • Materials can now be assigned to object faces in Rhino with the Apply to Selection context menu action in the Asset Editor
  • An indication of VPR initialization is displayed at the bottom of the viewport
  • Displacement modifiers no longer disappear when exporting a Proxy Scene
  • The handling of V-Ray data from linked blocks is improved
  • The handling of V-Ray data when using Rhino worksessions is improved
  • Copying a light in Rhino now results in the copy being selected in the Asset Editor
  • IES lights intensity is read from the file on import and is automatically set as the Intensity (lm) number
  • The vrayCosmos command is updated. It is now more convenient for an asset ID to be used as a selector. Exact asset names can also be used instead of the ID
  • V-Ray textures which are inverted or multiplied are now displayed correctly in the Rhino viewport
  • Changing the Focal blur options in Rhino (with the V-Ray’s Depth of Field / Focus Source set to Rhino) is now supported during interactive rendering
  • The way Rhino Linear Lights are rendered is improved. The resulting Rectangle light has its Double Sided option enabled
  • A number of issues regarding the LODs (levels of detail) of Cosmos assets are resolved. Note that the LODs are only used in V-Ray Vision
  • Chaos Vantage is no longer automatically stopped when Rhino is closed
  • The vrayMtlFromRhino command is improved to account for per-face material assignments
  • When a Binding texture is used the viewport material representation now ignores all other parameters
  • V-Ray materials without a Rhino counterpart can now be preserved when opening the project thanks to a new warning message that presents this option. Note that this is a corrupted state which by design should not occur. It is most often achieved when the project is edited without the V-Ray plugin being loaded or in specific rare cases when the File/Import or File/Insert Rhino actions are performed
  • The local Environment texture that can be added to native Rhino materials is now supported by V-Ray
  • The ‘Reset To Defaults’ material-specific action that can be performed in Rhino’s materials list is now supported. Note that all V-Ray shaders are reset to a gray Generic material

Grasshopper

  • Dome light implemented
  • Sun light implemented
  • Mesh light implemented
  • The items in the V-Ray Render Toolbar section are now better organized
  • The default file type of the Proxy Mesh component is now correctly set to .vrmesh
  • All Color inputs of the V-Ray components now accept color values that exceed 1.0
  • Rapidly changing the current frame in the Timeline component during interactive rendering no longer leads to a crash

Vision

  • A new system for evaluating V-Ray textures is implemented. Most of V-Ray’s procedural textures and texture corrections are now supported in Vision. This is achieved through ‘baking’ which leaves raytraced or camera-based procedural maps still unsupported (Dirt, Falloff, Distance, Edges, etc.)
  • Measurement tool implemented. Use the toolbar button or the Z key to enable the tool, then select the two points to measure the distance between them
  • Depth of field support added. Change the DOF settings in V-Ray to see an effect in Vision. Note that the defocus amount is limited in Vision
  • The Orbit navigation mode hotkeys now match the ones in the host application
  • A new handling for materials opacity is implemented. Visual artifacts no longer appear when multiple transparent objects overlap in the frame
  • The V-Ray Infinite Plane is now supported in Vision. Note that in Vision the plane still has a finite size but will automatically resize based on the scene bounding box
  • The overall stability and reliability of Vision is improved
  • The parameters in the Settings panel are now organized in rollouts
  • Hours can now be displayed in the timeline end label
  • An issue preventing Vision from working on macOS is resolved
  • The default range of the Ambient Light Intensity slider is increased to 200
  • The active camera FOV (Field of View) is taken into consideration when calculating the mouse sensitivity. This improves the Vision navigation in specific situations
  • Vision settings are now organized in rollouts that can be collapsed or expanded depending on the situation
  • Tri-Planar textures using a plane color instead of a texture now work correctly in Vision
  • Added support for the Self-illumination parameters of the VRay Mtl
  • Parallax Displacement mapping implemented. Make sure that a displacement is set up in V-Ray to see the effect
  • The V-Ray Decal is now supported in Vision
  • Navigation shortcut keymaps implemented. The one matching the host application (SketchUp or Rhino) is automatically selected
  • Bitmap texture’s Automatic Transfer Function support added. The transfer function selection in Vision matches the one in V-Ray
  • Flipping face normals in the host application no longer leads to incorrect texture placement in Vision
  • An issues caused by materials with similar names (same name but a different number suffix) is resolved
  • The Output image File path can now be typed manually
  • Deleting a Mesh Light no longer requires a live link restart to take effect
  • Creating a Group or Component in SketchUp during a live session no longer misplaces the object in Vision
  • Vision no longer hangs when a Cosmos asset is merged during a live session
  • Grass strands (V-Ray Fur with ‘grass’ in its name) no longer get misplaced during a live session
  • There is no longer a dark or bright circle artifact under the camera when the high quality shadows are enabled
  • The Ctrl + O shortcut can once again be used for opening .vrscene files
  • A number of issues affecting the fly navigation mode are resolved
  • UI mouse and key interactions no longer affect the view
  • A fly speed exceeding 200 can now be set
  • The A and D fly navigation keys no longer unintentionally change UI slider values
  • CarPaint2 material support added
  • Cosmos asset no longer disappears if a merged version of the same asset exists
  • The trunk material of the American Beech 002 Cosmos asset is no longer rendered black
  • Support for Dome lights using a plain color instead of a texture is added
  • A number of issues with textures instanced in multiple materials are resolved

V-Ray 6 for Cinema 4D

Full Release Notes

New Features

V-Ray

  • Support for ACEScg
  • Implement V-Ray Decal
  • Implement V-Ray Enmesh
  • Implement V-Ray Mesh Light
  • Procedural clouds for V-Ray Sun and Sky
  • Finite Dome and ground projection for the V-Ray Dome light
  • Add Thin Film layer to V-Ray Material
  • Implement V-Ray MultiSubTex for Node materials
  • Conversion from Standard and Classic V-Ray materials to V-Ray Node materials
  • Add V-Ray Shadow Catcher command in the V-Ray menu
  • Add TexParticleSampler shader
  • Implement V-Ray SoftBox node and shader
  • Add support for Cinema 4D Team Render
  • Support for rendering Particles and X-Particles in Cinema 4D
  • Implement Hair and Fur sampler for strand variations
  • Support for calculating Light Cache with the Interactive renderer
  • Calculate Light Cache on the GPU device for the V-Ray GPU engine
  • Support for Cinema 4D 2023
  • Add support for TexOCIO plugin
  • Implement Texture Baking
  • Toolbar for V-Ray for Cinema 4D
  • Add SamplerInfo shader and node

V-Ray, Interactive

  • Implement Object, Material and Focus picker inside the V-Ray Frame Buffer

Modified Features

V-Ray

  • Support for the “Render Perfect” option for the Cinema 4D Sphere
  • Add option to respect displaced surfaces in TexTriPlanar
  • Add the affect alpha option to Volumetric objects
  • Rework the Object Properties icon to support displaying more than 9 ObjectID numbers
  • Automatically flip coordinate system handedness for vrscenes exported from a host app with different coordinate system
  • Replace min and max subdivs with samples limit for V-Ray GPU
  • Remove trace and GI depth from interactive tab
  • Intermediate render output should have final color corrections
  • Material preview quality improvements
  • Add support of include/exclude lists for reflection and refraction in object properties
  • Add ID input texture to MultiSubTex
  • Convert DropDown menus to QuickTab Buttons for some parameters
  • Ability to add the current selection as input objects when creating V-Ray Fur or V-Ray Enmesh
  • Ability to denoise the Alpha channel with the V-Ray Denoiser
  • Temporal denoise mode for NVidia AI Denoiser
  • Rename the “Use Mtl Id” to “Use Multimatte ID” checkboxes
  • Create scene importer for scanned materials

V-Ray, VRayProxy

  • Add support for multi sub tex plugins from Cosmos Assets

VRayMtl

  • Change coat and sheen glossiness name to roughness when “use roughness” is enabled

VRaySun

  • Improve the viewport locator for the V-Ray Sun to display the sun vector

V-Ray GPU

  • Autovoxelize dynamic geometry in V-Ray GPU

V-Ray GPU, VRayTextures, Displacement and Subdivision

  • Implement auto bump mapping for smoothed and displaced meshes

VRayProxy

  • Shader set generation option in proxy export

VRayVolumeGrid

  • Enable Probabilistic Volumetrics by default for new scenes

V-Ray 6 for Maya

Full Release Notes

New Features

V-Ray

  • Added VRayEnmesh for efficient procedural geometry tiling
  • Added NoiseLevel render element
  • Added RenderTime render element
  • Add Metalness render element
  • Implement optimized auto-bump mode for displaced meshes

V-Ray Sun

  • Clouds for the V-Ray sky

V-Ray Profiler

  • Added V-Ray Profiler v1 for profiling materials, layered materials and heavy textures
  • Added -profilerMode option to profile scenes with V-Ray standalone

VRayLightDome

  • Finite radius for the dome light with option for ground projection

VRayMtl

  • New SSS translucency illumination mode in VRayMtl
  • Added a Thin Film layer in VRayMtl with easy thickness controls
  • Energy compensation option for the GTR BRDF

VRayDecal

  • VRayDecal displacement support

VFB

  • Added the Chaos Cloud Collaboration service
V-Ray, V-Ray GPU
  • Added V-Ray Perfect Sphere

VRayMultiSubTex

  • Ability to combine randomization options in VRayMultiSubTex
  • Added “by user ID” random option in VRayMultiSubTex

V-Ray IPR

  • Light cache support option for IPR

V-Ray GPU

  • New GPU device selection tool

USD

  • Support for VDB shaders in USD
  • Add support for MayaUSD versions up to 0.19

Chaos Cloud

  • Non-blocking Cloud export in the background (Windows only)

VRayEnvironmentFog

  • Faster light shading in fog
  • Faster textured fog with probabilistic shading option

VRayVolumeGrid

  • Added support for light depth sampling in the volume grid
  • Phase Function control in Ray-Traced Scattering mode for the Smoke Color allowing to render realistic clouds with V-Ray CPU
  • Velocity and Normals render elements in Volumetric mode with V-Ray 6 CPU
  • Cryptomatte and Multimatte render elements in Volumetric mode with V-Ray 6 CPU
  •  New "Volume Motion Blur" option allowing to choose between Ray-traced and Grid-based methods - the Grid-based method creates more visible streaks for fast moving fluids

     

Modified Features


Installer

  • -unpackInstall option to produce portable installation instead of separate zipped install
  • Added all V-Ray for Maya environment variables to the module file for easier portable install deployment
  • Changed default installation paths to be outside the Maya folder, matching portable install folder structure
  • Use online changelog
  • Embeded the Chaos Unified Login
  • Stop downloading the material library from the installation
  • Use dedicated icon for VRayProxy in the Outliner

Chaos Cosmos

  • Added support for Cosmos procedural materials and Cosmos-based material library

VRayMtl, Viewport 2.0

  • Viewport quality presets for VRayMtl
  • Add support for the V-Ray 6 VRayMtl features in the Viewport 2.0 shader
  • Support for Normal and bump maps with V-Ray materials in Viewport 2.0

V-Ray GPU

  • Added a new Samples Limit quality control that replaces the min and max subdivs for GPU
  • Auto-upgrade old scenes to the new Samples Limit control
  • Synchronize CPU bucket settings with the new samples limit GPU settings
  • New Device Selection options
  • Moved the RTX engine selection to the new Device Selection options
  • Add denoising options and per-device low thread priority in the GPU device select
  • Exposed the Global Material Overrides for V-Ray GPU
  • Improved the Trace Depth workflow
  • Support for “Affected by” in VRayDirt
  • Implement auto bump mapping for smoothed and displaced meshes
  • Autovoxelize dynamic geometry in V-Ray GPU

V-Ray

  • Optimize memory consumption by not subdividing objects that are far away from the camera
  • Redesigned the V-Ray Shelf and Material icons
  • Added a Shadow Catcher functionality to the V-Ray shelf
  • Added a search filter in the list of available render elements
  • Added an option to always write the frame number to the output file even for still images
  • Allow vfbControl MEL command in batch mode
  • Ability to prevent proxy import when drag-and-dropping in Maya through VRAY_DISABLE_DRAG_DROP_FILEEXT envvar
  • Use float controls for the explicit displacement bounds values
  • Added a C++ API for exporting simple parameters for third party translators
  • The VRAY_FOR_MAYA_SHADERS environment variable can now be used by third-party devs to point to additional extra attribute txt files
  • Add fit aspect ratio to material/bitmap functionality for VRayDecal

USD

  • Added support for dynamic USD plugins
  • Improved USD material importer UI
  • Export VRayMtl as V-Ray material and USD Preview Surface
  • Improve error handling and add help to the vrayExportUsdMaterials command
  • Assume -chaser “vray” flag when using mayaUSDImport command

VRayMtl

  • Added a Soap Bubble material preset
  • Hide the double-sided option in VRayMtl

Material Importer

  • Add VRayMultiSubTex support in importer
  • Add native support for MtlGLSL in importer

VFB

  • Added a “Show in folder” option to the VFB History context menu
  • Added functionality to select lights in LightMix
  • Better visibility of the A|B line in the VFB
  • Add menu items for enabling/disabling history and layers
  • Mark the scene dirty when making changes to layer compositing in VFB2

LightMix

  • Added options to include the Rest channel when saving to file and to Denoise the Light Mix

Denoiser

  • Expose temporal mode option for NVIDIA denoiser

V-Ray ExtraTex

  • Added a custom background color option in VRayExtraTex render element

V-Ray IPR

  • IPR should stop sampling after reaching the noise threshold

VRayEnvironmentFog

  • Аdded an Affect Alpha option for VRayEnvironmentFog

VRayMtl, VRayBumpMtl

  • Hide Local space bump map mode for BRDFBump and BRDFVRayMtl

VRayLightDome

  • Restored the Ray Distance options for the Dome light

VRayTriplanar

  • Added VRayTriplanar option to use displaced surfaces

VRayOSL

  • Support OSL camera shaders

ChaosCloud

  • Allow direct cloud submit with no project selected

VRayDecal

  • Animatable VRayDecal parameters

VRayProxy

  • Correctly apply proxy material overrides in the viewport
  • Limit number of faces per voxel to a sensible number

XGen

  • Enable parallel XGen export

Viewport IPR

  • Rename Viewport HUD label from VRayRT to VRay IPR

VRayVolumeGrid

  • Sped up rendering of grid volumes with up to 25% when Fully Visible Fire or Volume Light Cache is used
  • VRayVolumeGrid: Sped up rendering of grid volumes with up to 10% when the RGB channel was used
  • VRayVolumeGrid: Smoke Opacity modulated or replaced by textures will show in the GPU Preview

V-Ray 6 for 3ds Max

Full Release Notes

New features


V-Ray

  • Include Chaos Scatter as part of the V-Ray installer;
  • VRayProxy improved functionality with hierarchy and advanced overrides (3ds Max 2019 and up);
  • Implement optimized auto-bump mode for displaced meshes;
  • Deep output option for the Cryptomatte render element;

VRaySun/VRaySky

  • Implement clouds for the V-Ray Sky;

VRayMtl

  • Improved SSS translucency mode of VRayMtl;
  • Add Thin Film rollout in VRayMtl;
  • Implement energy compensation for the GTR BRDF;

VRayLight

  • Finite radius for the dome light with option for ground projection;

VRayEnmesh

  • VRayEnmesh modifier in Max;

VRayDecal

  • Displacement support for VRayDecal;

VFB

  • Chaos Cloud Collaboration share tab;
  • VFB panorama Viewer;
  • Proportion Guides Layer to help with scene composition in VFB;
  • Batch image processing in VFB2; Option to process exr files;
  • Flip button in the VFB;
  • Add light selection functionality in LightMix;
  • Add an option to remove resumable vrimg file after successful render;

VRayVolumeGrid

  • Multiple scattering with custom phase function for volumetrics;
  • Add tooltips to the 3ds Max Simulator UI;
  • Display textures in the GPU preview;
  • Add tooltips to the 3ds Max UI;

VRayMultiSubTex

  • Batch load of bitmaps in VRayMultiSubTex;
  • Add “by user ID” random option in VRayMultiSubTex;

V-Ray GPU

  • Add support for V-Ray Perfect Sphere to V-Ray GPU;
  • Improve Trace depth workflow;
  • V-Ray CUDA/GPU rendering for Chaos Scatter Surface map;
  • Support for VRayLightingAnalysis render element;

VRayDenoiser/vdenoise.exe, VFB, V-Ray, V-Ray GPU

  • Add albedo RE for AI denoising;

V-Ray, VRayICC, VRayIES, VRayLUT, VRayMDL, VRayGLSL, VRayOSL, VRayPtex

  • Add MaxScript alias “fileName” for all plugins that take a file name as a parameter;

V-Ray, MultiMatteElement

  • Cryptomatte and Multimatte in Volumetric mode on CPU;

VRayScene

  • Ability to use a sequence of .vrscene files and load them automatically on frame change;

V-Ray/V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter

  • Add a V-Ray menu item in the main 3ds Max menu bar;

Modified features


V-Ray

  • VRayDecal presets in Cosmos;
  • Implement QT UI of Default displacement rollup;
  • Implement QT UI of IPR options rollup;
  • Implement QT UI of Bucket image sampler rollup;
  • Implement Qt UI of VRayEdgesTex;
  • Implement Qt UI of VRayEdgesTex;
  • Implement Qt UI of VRayMtlWrapper;
  • Implement Qt UI of VRayLightMtl;
  • Implement Qt UI of VRayUserColor and VRayScalar;
  • Implement Qt based UI for some of the V-Ray/GPU render settings dialogs;
  • Implement Qt UI of VRayFakeFresnelTex;
  • Implement image files drag and drop to texture slots in Qt UI;
  • Implement Qt UI of VRayCarPaintMtl and VRayFlakesMtl;
  • Implement Qt UI of VRayBlendMtl;
  • Implement Qt UI of VRayBump2Normal;
  • Implement Qt UI of VRayBumpMtl;
  • Implement Qt UI of VRayCompTex;
  • Implement the UI of VRay2SidedMtl in Qt;
  • Implement Qt UI of VRayCurvature;
  • Implement Qt UI of VRayScatterVolume;
  • Implement Qt UI for VRayFastSSS2 Material;
  • Implement Qt UI of VRayCarPaintMtl2 and VRayFlakesMtl2;
  • Implement Qt UI of VRayHairInfoTex;
  • Implement Qt UI of VRayOverrideMtl;
  • Implement Qt UI of VRayPointParticleMtl;
  • Implement Qt UI of VRaySamplerInfoTex;
  • Implement Qt UI of VRayStochasticFlakesMtl;
  • Implement Qt UI of VRayNormalMap;
  • Implement Qt UI of VRayMultisubTex;
  • Implement Qt UI of VRayHairNextMtl;
  • Implement QT UI of Progressive Image Sampler rollup;
  • Modify V-Ray GPU sampling defaults;
  • Enable Probabilistic Volumetrics by default for new scenes;
  • Cosmos importer support of textures and materials for MtlLib porting;
  • Remove filter_generator.exe from the installation;
  • Update the slots in the Compact Material Editor according the new VRayMtl defaults;
  • Redirect the “V-Ray Material Library Browser” button to Cosmos if the library folder is empty;
  • Remove Show GPU stats in VFB from the GPU UI;
  • Remove Low GPU Thread Priority setting from the GPU UI;
  • Disable Time Limit in GPU UI when Sampler is set to Bucket;
  • Normals Render Element in Volumetric mode;
  • Improve order detection of custom UV channels in alembic loader;
  • Method for listing files paths from a Cosmos asset;
  • Partial material override to work with animations;
  • Transport custom particle data for light instances in V-Ray Standalone;
  • Remove the Visible to GI option from VRayObjectProperties;
  • On drag & dropping HDRI the result dome should not snap to objects;
  • VRayProxy preview types are cropped on HiDPI;
  • Add a warning when rendering VRayVolumeGrid in CPU IPR;
  • Improve the data window values when using Auto mode for the VrayOptionRE;
  • VRayHairInfoTex animated parameters export;
  • Remove the Diffuse subdivs and Diffuse multiplier options for Photon Mapping GI from the V-Ray light properties;
  • Export VRayObjectSelect RE to a .vrscene file;
  • Change V-Ray installation environment variables;
  • Adding progress bar in Standalone VFB;
  • V-Ray Implement Qt based UI for V-Ray/GPU render settings dialogs;

V-Ray GPU

  • Improve GPU Rounded corners in VRayEdgesTex;
  • Support for “Result affect” in VRayDirt;
  • Change GPU clamp to work as CPU clamp;
  • Autovoxelize dynamic geometry in V-Ray GPU;
  • Use 16-bit quantization of float point value for NanoVDB;
  • Scatter Surface Map support for noise/procedural maps and XYZ uvwgens in Std CPU;
  • Support unlimited number of user attributes per node;

VRayMtl

  • Improve Тhin Film controls;
  • Shadow opacity optimizations;
  • Texture slots for fog depth and translucency amount;
  • Remove Glossy Fresnel option;
  • Introduce a more accurate metallic Fresnel;

VRayVolumeGrid

  • The data in AUR files in the Standalone Preview and Cache Converter;
  • Wetting checkbox animatable in 3ds Max;
  • Speed up render start with thousands of vrscene simulator copies;
  • Recognize by default Velocity(x), Velocity(y) and Velocity(z) channels from VDBs from thinkingParticles;
  • Increase the default Velocity Streamline Length from 5 to 20 for Max;
  • Update OpenVDB to the latest available;

V-Ray, VRayEnvironmentFog, VRayFur, VRayHairFarmMod/VRayOrnatrixMod, VRayInstancer

  • Memory optimization for VRenderInstance;

VRayEnvironmentFog, VRayAerialPerspective

  • Add an “affect alpha” option in the VRayEnvironmentFog and VRayAerialPerspective;

V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter, V-Ray Toolbar

  • New icons for the V-Ray Toolbar;
  • Add the materials from the V-Ray Toolbar to the V-Ray Menu;

VFB

  • Double-clicking the VFB to zoom the area round the cursor;
  • Dither colors in the frame buffer to avoid banding with low-contrast gradients;
  • Add the Sharpen/Blur layer in the VFB2 MAXScript layer manager properties;
  • Create a separate library for collaboration integration;

VRayOSL, V-Ray

  • Batch execution of camera shaders;

VRaySun/VRaySky/VRayAerialPerspective, V-Ray GPU

  • GPU: Compute sky clouds on the GPU;

VRayColor2Bump

  • Implement Qt UI of VRayColor2Bump;
  • Optimize VrayColor2Bump to do 3 texture calls instead of 4;

VRayDirt

  • Grey out Streaks density and Blur in VRayDirt when the renderer is V-Ray GPU;

VRayGLSL, VRayOSL

  • Support for “null” widgets;

VRayOSL

  • AdvancedWood.osl export;

VRayMDL

  • Switch to MDL 1.5;

V-Ray, VRayPluginNode

  • Add output section to VRayNoiseTex;

VRayPluginNode

  • Add limited forward-compatibility to VRayPluginNode;

V-Ray, VRayScene

  • Add preview mode options for VRayScene node;

V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter

  • Support conversion of the CoronaPhysicalMtl through the V-Ray scene converter;

VRaySun/VRaySky/VRayAerialPerspective

  • Implement Qt UI of VRaySky;
  • The VRaySky map as environment background should be available for preview in the viewport;

VRaySwitchMtl

  • Implement Qt UI of VRaySwitchMtl;

VRayTriplanarTex

  • “Use displaced surface” option in VRayTriplanarTex for diffuse;
  • Implement Qt UI of VRayTriplanarTex;
  • Make “By node handle” the default random mode for VRayTriplanarTex;

 

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