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The following parameters are visible from the System rollout when set to the Basic Render UI Mode.

Sequence – Determines the order in which the regions are rendered. Note that the default Triangulation sequence is best if you use a lot of dynamic geometry (displacement-mapped objects, VRayProxy or VRayFur objects) since it walks through the image in a very consistent manner so that geometry that was generated for previous buckets can be used for the next buckets. The other sequences tend to jump from one end of the image to another which is not good with dynamic geometry.

Region size
Region size
 Division method – Controls the way the image is divided into buckets and therefore controls the meaning of the Bucket width and Bucket height parameters. For more information on buckets, see the Bucket Image Sampler page.

Size – The Bucket width and Bucket height parameters are both measured in pixels. 
 – The Bucket width and Bucket height parameters specify how many buckets are necessary to cover the whole image.

Post-effects rate – The frequency of post-effects updates, such as denoising and lens effects, during progressive rendering; roughly the percentage of time calculations are allowed to take compared to the total render time. Zero disables updates during progressive rendering. Larger values cause the effect to be updated more often. A value of 100 updates the post effects as often as possible. Values between 5 and 10 are usually sufficient. Viewport IPR always uses update rate of 100 unless the value is set to 0. If the value is 0, then the render is not denoised in Viewport IPR.Autoswitch to effectsResult – When enabled, V-Ray Frame Buffer automatically displays the effectResult channel after calculation of post effects is done. When disabled, the RGB color channel is

displayed insteadAuto-show post effects – When enabled, if force shows (turns on the Image Added toggle) all post-effects that are set for calculation (Denoiser, Sharpen/Blur, Lens Effects) in the VFB layer stack.

Dyn mem limit, mb – The total RAM limit for the dynamic raycaster, which stores dynamic geometry, such as displacement and VRayProxy objects. Set this to 0 to remove any limit (V-Ray takes as much memory as needed). The memory pool is shared between the different rendering threads. Therefore, if geometry needs to be unloaded and loaded too often, the threads must wait for each other and the rendering performance suffers.

Frame stamp
Frame stamp
 Frame stamp – Turns the frame stamp on and off.

Edit box – Enter the text you wish to appear in the images. You can also use some special keywords, all of which begin with the percent symbol (%). The keywords are replaced by V-Ray with the corresponding value:



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the current version of V-Ray


the name of the current scene file


the number of the current frame

%primitives *

the number of unique intersectable primitives generated for the current frame*


the render time for the current frame


the network name of the computer


the current system date


the current system time


the width of the image in pixels


the height of the image in pixels


the name of the camera for this frame (if rendering from a camera, empty string otherwise)

%"<maxscript parameter name>"

the value of any V-Ray parameter, given its MaxScript name (see section on MAXScript). Note that you must enclose the parameter name in quotation marks ("). Also, note that this option only works when rendering to the 3ds Max frame buffer.

Example: %"gi_on"


the amount of physical memory (in KBytes) installed on the system


the amount of virtual memory (in KBytes) available on the system


the clock speed of the system CPU(s); note that this value may not always be reported correctly.


the operating system


for progressive rendering, the number of rendering passes through the image


for progressive rendering, the maximum sampling rate among all pixels in the image


the noise threshold reached (progressive sampler only)



The following parameters are added to the list of visible settings available from the System rollout when set to the Advanced Render UI Mode.

Reverse bucket sequence – Reverses the region sequence order.

Previous (render) – Determines what should be done with the previous image in the virtual frame buffer when rendering starts. Note that this parameter has no effect on the final result of the rendering; it is implemented simply as a convenient way to distinguish between parts of the current frame being rendered, and parts left over from the previous rendering. The possible values are:

Unchanged – No changes are made - the virtual frame buffer remains the same.
– Every second pixel of the image is set to black.
– Every other line of the image is set to black.
– The colors in the image are darkened.
– The previous image is tinted in blue.
Clear – Removes the previous frame for the VFB.

Conserve memory -Embree will use a more compact method for storing triangles, which might be slightly slower but reduces memory usage.

Default geometryInternally, V-Ray maintains two raycasting engines: for static and dynamic geometry. This parameter determines the type of geometry for standard 3ds Max mesh objects. Note that some objects (displacement-mapped objects, VRayProxy, and VRayFur objects, for example) always generate dynamic geometry, regardless of this setting.

Static– All geometry is precompiled into an acceleration structure at the beginning of the rendering and remains there until the end of the frame. The static raycasters are not limited in any way and consume as much memory as necessary.
 – Geometry is loaded and unloaded on the fly depending on which part of the scene is being rendered. The total memory taken up by the dynamic raycasters can be controlled by the Dyn mem limit,mb parameter.
Auto – Some objects are compiled as static geometry, while others as dynamic. V-Ray makes the decision on which type to use based on the face count for an object and the number of its instances in the scene.

Frame stamp - Turns frame stamps on or off. The frame stamp records information about the scene as text on the rendered images. For example, frame stamps can be used with network rendering to record which frames were rendered by which machine. The frame stamp appears as one line of text at the top or bottom of the image.

Stamp textbox - Text entered into this field will appear in the images. Special keywords can also be used, as long as they begin with the percent symbol (%). The keywords are replaced by V-Ray with the corresponding value. The VRay Frame Buffer shows a list of such keywords.

Full width – When enabled, the frame stamp takes the whole width of the image, otherwise the stamp is only as wide as the text is.

Justify – Specifies the position of the stamp:

Left – The stamp is placed on the left of the image. 
 – The stamp is centered. 
 – The stamp is placed on the right side of the image.

Font – Allows you to choose a font and font attributes for the text in the frame stamp.

Log window – Determines the conditions for showing the log.

Verbose level – Determines what kind of messages are shown in the window:

1 – Only error messages. 
 – Error and warning messages. 
 – Errors, warnings, and informative messages. 
 – All messages.

Log file – Determines the location and the name of the log file. The default log file is %TEMP%\VRayLog.txt

Memory tracking - When enabled, generates a memory usage report for textures and objects. For more information, visit the Memory Tracking page.

Output directory - Determines the location of the memory tracking files.

Show latest stats - Displays the last memory usage report generated.

Check for missing files – When enabled, V-Ray tries to find any missing files in the scene and puts up a dialogue listing them, if there are any. The missing files also are printed to the C:\VRayLog.txt file.

If this option is on, and you render the scene with distributed rendering, and if a render server detects missing files, it refuses to render the scene.

If the option is on, and you export a .vrscene file, and if there are missing assets, Standalone refuses to render the scene. 

UI Text Box

The Low thread priority option is removed from the UI in V-Ray Next. The option is always enabled during GUI sessions, and disabled when 3ds Max is used as a render server.



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