This page provides information about the known limitations of Chaos Vantage.
Hardware
- Mixed GPU vendors are not supported
- GPUs must be in WDDM mode. TCC mode is not supported.
- Light cache is not supported in multi-GPU setup
- Reservoir (re)sampling is not supported in multi-GPU setup
UV
- Maximum number of 8 unique UV channel sets are supported
Textures
- Maximum texture resolution of 16384x16384px is supported
Materials
- Maximum 10 layers of materials are supported per blend material
- Clip opacity is only supported
- Procedural textures are not supported in Opacity and Bump. Only bitmaps are supported
- Refraction values(from a color or texture) smaller than 0.1(in the 0 - 1.0 scale) will be ignored and the material will be rendered opaque
Render elements
- Maximum 16 Multi Matte render elements are supported
- Negative id numbers for Multi Matte render elements are not supported
Lights
- Procedural textures are not supported for light textures. Only bitmaps are supported
Environment
- Only 1 dome light from .vrscene is supported. If multiple dome lights are present 1 will be picked for environment randomly
- Non-linear gamma for environment/dome texture is not supported
- Only bitmaps and V-Ray Sky are supported
Fog
- Only 1 volumetric fog from .vrscene is supported. If multiple fogs are present 1 will be picked randomly
Objects
- Objects should have unique names. Non-unique naming for objects may cause issues with transformations and visibility
- Maximum number of 16 777 216 instances is supported
Vantage denoiser
- Images with denoiser > 0 and denoiser=0 will be different in reflections and refractions
- Glossy reflections on materials with refraction will be ignored and will be set to mirror reflections instead
- After first bounce calculates only refraction and ignores reflection and diffuse values
- Denoising refraction doesn't work well when geometry curvature is high relative to the screen area it covers
- Ignores bump
- Over-blurs reflections
- Temporal lag for reflections in animations with moving camera/lights
- Does not apply to Depth of Field
- On first bounce ignores diffuse value and calculates either refraction or reflections making refractive objects more visible due to reflections