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This page provides information about the known limitations of Chaos VantageArena.

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Hardware


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  • 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.
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UV


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  • Maximum number of 8 unique UV channel sets are supported.
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Textures


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  • Maximum texture resolution of 16384x16384px is supported.
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Materials


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  • 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.
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Render elements


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  • Maximum 16 Multi Matte render elements are supported.
  • Negative id numbers for Multi Matte render elements are not supported.
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Lights


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  • Procedural textures are not supported for light textures. Only bitmaps are supported.
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Environment


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  • 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.
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Fog


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  • Only 1 volumetric fog from .vrscene is supported. If multiple fogs are present 1 will be picked randomly.
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Objects


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  • 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.
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Vantage denoiser


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  • 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.