This page provides information on supported features in V-Ray for Maya based on the rendering type and hardware architecture.
Overview
These features are supported by V-Ray and V-Ray GPU in Maya for. Note that IPR rendering always uses Brute Force GI, while in production rendering the Light Cache 3 is available.
Limitations
IPR Rendering does not support the particle instancer.
Supported Features
Geometry
Feature | V-Ray | V-Ray GPU |
---|---|---|
Triangle meshes | ||
V-Ray Proxy | ||
Alembic via proxy | ||
NURBS | ||
Subdivisions | ||
Displacement 1 | ||
V-Ray Fur | ||
Maya Hair | ||
XGen | ||
Infinite plane | ||
Particles |
| PARTIAL |
MASH | ||
VRayClipper |
| |
VRayDecal |
Lights
Feature | V-Ray | V-Ray GPU |
---|---|---|
Textured lights 8 | ||
V-Ray Lights | ||
Standard Lights | ||
Photometric Lights | ||
Image-based lighting | ||
Light and shadow linking |
Materials
Feature | V-Ray | V-Ray GPU |
---|---|---|
VRayAlSurface | ||
VRayBlendMtl | ||
VRayCarPaint | ||
VRayCarPaint2 | ||
VRayLightMtl | PARTIAL | |
VRayMtl | PARTIAL | |
VRay2SidedMtl
| PARTIAL (without Multiply By Front diffuse) | |
VRayMtlWrapper | ||
VRayFastSSS2 2 | PARTIAL | |
VRayFlakesMtl | ||
VRayFlakes2Mtl | ||
VRayHairNextMtl | ||
VRayGLSLMtl | PARTIAL 9 | |
VRayHairMtl | ||
VRayBumpMtl | ||
VRayVRmatMtl | ||
VRayOSLMtl | ||
VRayScannedMtl | ||
VRayStochasticFlakesMtl | ||
VRaySwitchMtl | ||
VRayToonMtl | ||
VRayMtlRender Stats | ||
VRay Mesh Material | ||
VRayPointParticleMtl | ||
Maya Ramp Shader |
Textures
Feature | V-Ray | V-Ray GPU |
---|---|---|
Bitmap | ||
Checker |
| |
Bulge |
| |
Cloth | ||
Fractal |
| |
Grid | ||
Mountain |
| |
Wood | ||
Sampler Info | PARTIAL | |
Ramp | ||
Substance | ||
Noise |
| |
Granite |
| |
Leather | ||
LookDevKit nodes | ||
VRayFresnel | ||
Vertex Color | ||
VRaySky | ||
VRayDirt | PARTIAL | |
VRayFalloff | ||
VRayTemperature | ||
VRayEdges | ||
VRayDistanceTex |
| |
VRayGLSL | PARTIAL 9 | |
VRayPTex | ||
VRayHairSampler | ||
VRayFurSampler | ||
VRaySoftBox | ||
VRayOSLTex | ||
VRayParticleTex | ||
VRayRaySwitch | ||
VRayTriplanarTex | ||
VRayUserColor |
| |
VRayUserScalar |
| |
VRayCurvature | ||
VRayLayeredTex | ||
VRayInverseExposure | ||
VRayUVWRandomizer |
Maya Utility Nodes
Feature | V-Ray | V-Ray GPU |
---|---|---|
contrast | ||
clamp | ||
gammaCorrect | ||
luminance | ||
ramp [Texture] | ||
remapColor | ||
remapHsv | ||
remapValue | ||
blendColors | ||
samplerInfo | PARTIAL | |
multiplyDivide | PARTIAL | |
plusMinusAverage | PARTIAL | |
reverse | ||
surfaceLuminance | ||
hsvToRgb | ||
choice |
samplerInfo
Feature | V-Ray | V-Ray GPU |
---|---|---|
Ray Direction | ||
Normal Camera | ||
Pixel Center | ||
Point Camera | ||
Point Obj | ||
Point World | ||
Tangent UCamera | ||
Tangent VCamera | ||
UV Coord |
multiplyDivide
Feature | V-Ray | V-Ray GPU |
---|---|---|
No operation | ||
Multiply | ||
Divide | ||
Power |
plusMinusAverage
Feature | V-Ray | V-Ray GPU |
---|---|---|
Input 1D | ||
Input 2D | ||
Input 3D |
Environment
Feature | V-Ray | V-Ray GPU |
---|---|---|
Spherical Mapping | ||
Mirror ball mapping | ||
Angular mapping | ||
Toon shading | ||
VRaySimpleFog | ||
VRayScatterFog | ||
VRayEnvironmentFog | ||
VRayAerialPerspective |
Global Illumination
Feature | V-Ray | V-Ray GPU |
---|---|---|
Brute Force | ![]() | ![]() |
Light Cache 3 | ||
Caustics New Map | ![]() | ![]() |
Caustics Progressive | ![]() (Progressive Image Sampler) | ![]() |
Cameras
Feature | V-Ray | V-Ray GPU |
---|---|---|
Motion blur (transformation and deformation) | ||
Camera motion blur | ||
Camera DoF | ![]() | |
VRayPhysicalCamera | ![]() | ![]() |
Stereoscopic | ![]() | |
Dome Camera | ||
Distortion for Physical Camera | PARTIAL15 |
Render Elements
Feature | V-Ray | V-Ray GPU |
---|---|---|
Preset: Back to Beauty | ![]() | ![]() |
Atmospheric Effects | ![]() | ![]() |
Background | ||
Bump Normals | ![]() | ![]() |
Caustics | ![]() (Production mode) | ![]() |
Coat Specular | ![]() | ![]() |
Coat Filter | ![]() | ![]() |
Coat Glossiness | ![]() | ![]() |
Coat Reflection | ![]() | ![]() |
Coverage |
| |
Cryptomatte | ![]() | |
Custom Color | ![]() | ![]() |
DR Bucket | ![]() (Bucket sampling) | ![]() |
Denoiser | ![]() | ![]() |
Diffuse | ![]() | ![]() |
Extra Tex | ![]() | |
GI | ![]() | ![]() |
LightMix | ![]() |
|
Light Select | ![]() | |
Lighting | ![]() | ![]() |
Lightning Analysis | ![]() | |
Material ID | ![]() | ![]() |
Material Select | ![]() | ![]() |
Matte Shadow | ![]() | ![]() |
Multi Matte | ![]() | ![]() |
Multi Matte ID | ![]() | ![]() |
Normals | ![]() | ![]() |
Object ID | ![]() | ![]() |
Object Select | ![]() | ![]() |
Raw Coat Filter | ![]() | ![]() |
Raw Coat Reflection | ![]() | ![]() |
Raw Diffuse Filter | ![]() | ![]() |
Raw GI | ![]() | ![]() |
Raw Light | ![]() | ![]() |
Raw Reflection | ![]() | ![]() |
Raw Reflection Filter | ![]() | ![]() |
Raw Refraction | ![]() | ![]() |
Raw Refraction Filter | ![]() | ![]() |
Raw Shadow | ![]() | ![]() |
Raw Sheen Filter | ![]() | ![]() |
Raw Sheen Reflection | ![]() | ![]() |
Raw Total Light | ![]() | ![]() |
Reflect IOR | ![]() | ![]() |
Reflection | ![]() | ![]() |
Reflection Filter | ![]() | ![]() |
Reflection Glossiness | ![]() | ![]() |
Reflection Highlight Glossiness | ![]() | ![]() |
Refraction | ![]() | ![]() |
Refraction Filter | ![]() | ![]() |
Refraction glossiness | ![]() | ![]() |
Render ID | ![]() | ![]() |
SSS | ![]() | ![]() |
Sample Rate | ![]() | ![]() |
Sampler Info | ![]() | ![]() |
Self Illumination | ![]() | ![]() |
Shadow | ![]() | ![]() |
Sheen Specular | ![]() | ![]() |
Sheen Filter | ![]() | ![]() |
Sheen Glossiness | ![]() | ![]() |
Sheen Reflection | ![]() | ![]() |
Specular | ![]() | ![]() |
Total Light | ![]() | ![]() |
Toon | ![]() | ![]() |
Toon lighting | ![]() | ![]() |
Toon specular | ![]() | ![]() |
Unclamped Color | ![]() | ![]() |
Velocity | ![]() | ![]() |
VRScans Paint Mask | ![]() | ![]() |
VRScans Zone Mask | ![]() | ![]() |
Z Depth | ![]() | ![]() |
Overrides - Camera
Feature | V-Ray | V-Ray GPU |
---|---|---|
Override FOV | ![]() | ![]() |
Depth of Field | ![]() | ![]() |
Motion blur | ![]() | ![]() |
Overrides - Geometry
Feature | V-Ray | V-Ray GPU |
---|---|---|
Displacement | ![]() | ![]() |
Subdivision | ![]() | ![]() |
Viewport subdivision | ![]() | ![]() |
Hair/PaintFX/Fur | ![]() | ![]() |
Proxy Objects | ![]() | ![]() |
Particles | ![]() | ![]() |
Plugin Geometry | ![]() | ![]() |
Hidden geometry | ![]() (Production mode) | ![]() |
Overrides - Lighting
Feature | V-Ray | V-Ray GPU |
---|---|---|
Lights | ![]() | ![]() |
Hidden lights | ![]() | ![]() |
Shadows | ![]() | ![]() |
Ignore shadow and light linking | ![]() | ![]() |
Disable self-illumination | ![]() | ![]() |
Probabilistic lights | ![]() | ![]() |
Overrides - Materials
Feature | V-Ray | V-Ray GPU |
---|---|---|
Reflection / Refraction | ![]() | ![]() |
Glossy effects | ![]() | ![]() |
SSS | ![]() | ![]() |
Global max depth 4 | ![]() | ![]() |
Max Transparency levels | ![]() | ![]() |
Transparency cutoff | ![]() | ![]() |
Allow negative shader colors | ![]() | ![]() |
Overrides - Textures
Feature | V-Ray | V-Ray GPU |
---|---|---|
Maps | ![]() | ![]() |
Filter maps | ![]() | ![]() |
Uninverted normal bump | ![]() | ![]() |
Overrides - Rendering
Feature | V-Ray | V-Ray GPU |
---|---|---|
Don't render final image | ![]() (Production mode) | ![]() |
Secondary ray bias | ![]() | ![]() |
Max ray intensity | ![]() | ![]() |
Overrides - Environment
Feature | V-Ray | V-Ray GPU |
---|---|---|
Environment override | ![]() | ![]() |
Overrides - Volumetrics
Feature | V-Ray | V-Ray GPU |
---|---|---|
Environment volume | ![]() | |
Probabilistic volumetrics | ![]() | ![]() |
Other
Feature | V-Ray | V-Ray GPU |
---|---|---|
VRayLensEffects (VFB) |
| |
VRayVolumeGrid | ![]() | PARTIAL 10 |
Antialiasing | ![]() | ![]() |
Color Mapping | ![]() | ![]() |
VFB | ![]() | ![]() |
Render Mask | ![]() | ![]() |
VRayMetaballs | ![]() | ![]() |
UDIM/UVtile texture tags | ![]() | ![]() |
Anisotropy | ![]() | ![]() |
UVWProjections | ![]() |
|
Bitmap/Geometry cache | ![]() | ![]() |
VRay Renderable Curves set | ![]() | ![]() |
V-Ray custom user attributes | ![]() |
|
Matte objects | ![]() |
|
Footnotes
1 – Displacement results between V-Ray and V-Ray GPU may differ slightly because of Pre-tessellation and Cache Normal settings.
2 – Note that V-Ray GPU supports only the None and Simple Single Scatter modes for VRayFastSSS2.
3 – Using Light Cache (as a secondary GI engine) is possible only when rendering the final frames (i.e. Production rendering). In IPR, Brute Force is used as the primary and secondary engines.
4 – The Global max depth override can be used for Production rendering with V-Ray. IPR uses its own parameter - Trace Depth that is found in the IPR Tab of the Render Settings window.
5 – The SimplexNoise Texture is baked on the GPU. This means that it will use more memory to render.
6 – V-Ray Cryptomatte Render Element works only in Production rendering mode.
7 (7.1, 7.2, 7.3, 7.4, 7.5) – The texture is baked for rendering on the GPU. This means that it will use more memory to render, than a fully supported procedural texture.
8 – V-Ray GPU does not support V-Ray Mesh Light textures.
9 – For detailed information on the GLSL support with V-Ray GPU, see the VRayMtlGLSL page.
10– Fire Lights (Fire Lights) and Use Light Cache (Smoke Color) options are not supported with V-Ray GPU. For more information, refer to their relevant pages.
11– Indirect Light Select modes are not supported with V-Ray GPU.
12 (12.1, 12.2) – No GI on Other Mattes, GI surface ID and SSS Surface ID are not supported. Alpha Contribution is always rendered with a value of 1 or -1, whichever is closer to the input. Reflection and Refraction Amount are always rendered with a value of 1. GI Amount is always rendered with a value of 0.
13 – Fog container is not supported.
14 – V-Ray GPU supports VRayDecal with a maximum limit of 4 stacked decals, when using masks or when the translucency is lesser than 1.
15 – Currently the Lens file distortion type is not supported with V-Ray GPU.
Notes
- GPU supports up to 16 UV sets per material.
- GPU supports map channels from 0 to 15.
- GPU only supports normal maps in tangent space and world space.
- In some rare cases, Adaptive Lights might produce artifacts when used with V-Ray GPU within Distributed Rendering.