© Square Enix © Goodbye Kansas


Table of Contents

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 5 Next »

This page provides information on supported features in V-Ray for Houdini.

 

Overview


These features are supported by CPU and GPU rendering in Houdini for Production and IPR modes. In Houdini, IPR on the CPU is the same as Production rendering on the CPU when using the Progressive image sampler. Note that in IPR mode, both CPU and GPU uses Brute Force for both primary and secondary. In addition, Brute Force GI and Light Cache 3  are available for GPU in Production mode. Production rendering on the CPU supports all available GI engines.

 

Limitations


GPU in Production mode does not support Distributed Rendering. IPR rendering does not support the particle instancer.

 

Supported Features



Geometry

FeatureSupport

Poly primitives as triangle mesh

Polysoup primitives as triangle mesh

Triangle fan primitives as triangle mesh

Triangle strip primitives as triangle mesh

Poly lines


(as GeomMayaHair)

Bezier curves


(as GeomMayaHair)

NURBS curves


(as GeomMayaHair)

NURBS surfaces

Perfect circle

Perfect sphere

Perfect tube primitives

V-Ray infinite plane

Metaball primitives

MetaSQuad primitives

Particles

VDB primitives

Houdini Volume primitives

Packed geometry primitives

Packed disk primitives (.bgeo, bhclassic)

Packed fragment primitives

Packed crowd agent primitives

V-Ray proxy

Fur/hair

V-Ray fur

V-Ray clipper

Subdivision

Displacement1

Houdini Instancer

OpenSubdiv
N/A

back to top 

Lights

FeatureSupport

Standard lights


(only point, rectangle, sphere, and sun)
Lights textures

(UI issues)

Skylight portals

V-Ray direct light

V-Ray spot light

V-Ray IES light

V-Ray sphere light

V-Ray dome light


(UI and viewport display issues)

V-Ray area light

V-Ray mesh light

V-Ray sun

V-Ray geo sun

Photometric lights

Ambient light

Image Based Lighting


(as V-Ray dome light)

Light linking

back to top 

Materials

FeatureSupport
V-Ray BRDFLayered
V-Ray BRDFBump
V-Ray BRDFCarPaint
V-Ray BRDFHair
V-Ray BRDFHair3 
V-Ray BRDFLight
V-Ray MtlMaterialID
V-Ray MtlMulti
V-Ray MtlOverride
V-Ray MtlRenderStats
V-Ray MtlRoundEdges 
V-Ray MtlSingleBRDF
V-Ray BRDFSkinComplex
V-Ray BRDFSSS2Complex 2
V-Ray Mtl2Sided 8 
V-Ray BRDFAlSurface9
VRayMtl

V-Ray MtlOSL

 
V-Ray MtlVRayMesh
V-Ray BRDFScatterVolume
V-Ray BRDFToonMtl
V-Ray MtlVRmat
V-Ray BRDFScanned
V-Ray MtlWrapper
V-Ray GeomDisplacedMesh

back to top 

Textures

FeatureSupport
V-Ray TexBlend
V-Ray TexBulge
V-Ray TexCellular 
V-Ray TexChecker
V-Ray TexAColor
V-Ray TexAColorOp
V-Ray TexColorToFloat
V-Ray TexCombineColor
V-Ray TexCombineFloat
V-Ray TexCompMax
V-Ray TexCurvature

V-Ray TexDirt

V-Ray TexDistance

V-Ray TexEdges
V-Ray TexFalloff
V-Ray TexFloatOp
V-Ray TexFloatToColor 
V-Ray TexFresnel
V-Ray TexGradRamp
V-Ray TexGrid
V-Ray TexHairSampler
V-Ray MetaImageFile
V-Ray TexInvert 
V-Ray TexLayeredMax
V-Ray TexMaskMax
V-Ray TexMeshVertexColorChannel
V-Ray TexMix
V-Ray TexNoise
V-Ray TexOSL
V-Ray TexOutput
V-Ray TexPtex
V-Ray TexRemap
V-Ray TexRgbaCombine
V-Ray TexRock
V-Ray TexSampler
V-Ray TexSky
V-Ray TexSmoke 
V-Ray TexSnow
V-Ray TexSoftbox
V-Ray TexSpeckle
V-Ray TexSplat
V-Ray TexStencil
V-Ray TexSwirl

V-Ray TexTemperature

V-Ray TexTiles
V-Ray TexUserColor
V-Ray TexUserScalar
V-Ray TexWater

back to top 

Utility Textures

FeatureSupport
V-Ray TexAColorChannel 
V-Ray TexBezierCurve 
V-Ray TexBlendBumpNormal 
V-Ray TexClamp 
V-Ray TexColorAndAlpha 
V-Ray ColorCorrect 
V-Ray ColorCorrection 
V-Ray ColorTextureToMono 
V-Ray TexCondition2 
V-Ray TexDistanceBetween 
V-Ray TexFloat 
V-Ray TexHSVToRGB 
V-Ray TexICC
V-Ray TexInt 
V-Ray TexIntToFloat 
V-Ray TexInvertFloat 
V-Ray TexLuminance 

V-Ray TexLUT

V-Ray TexMulti 
V-Ray TexNormalMapFlip 
V-Ray TexOCIO
V-Ray TexRaySwitch
V-Ray TexRGBMultiplyMax 
V-Ray TexRGBTintMax 
V-Ray TexRGBToHSV 
V-Ray TexSetRange 
V-Ray TexThickness 
V-Ray TransformToTex 
V-Ray TexTriPlanar
V-Ray TexUserInteger 
V-Ray TexUVW 
V-Ray TexUVWGenToTexture 

back to top 

 

Cameras

FeatureSupport
Camera motion blur 6

Camera DoF
Perspective
VRayPhysicalCamera
Stereoscopic

back to top

Environment

FeatureSupport
Spherical Mapping
Mirror ball mapping
Angular mapping
Toon shading
SimpleFog
ScatterFog
EnvironmentFog

back to top 

Texture Baking

FeatureSupport

Regular texture baking

Spherical Harmonics baking

Bake to vertex colors

Bake to Ptex

UDIM baking

back to top

Distributed Rendering

FeatureSupport
Distributed Rendering
Automatic assets transfer
Don't use local machine
Asset cache

back to top

Global Illumination Methods

FeatureSupport
BDPT
Brute Force
Light Cache 3
✓ 
Irradiance Map 4
Global Photon Map 5

back to top 

Other

FeatureSupport
Additional object properties and attributes

Global overrides
Add V-Ray image output to Houdini Render View
panel Instead of using custom Qt widget
Add background rendering to Houdini Render Scheduler
Add V-Ray material preview
Render channels linking
VRayShadow

VrayShadowMap
VrayStereoRig
VrayLensEffects
VrayLightMeter

VrayExposureControl

Antialiasing

Color mapping

VFB
(UI issues)
Embree

Render elements

PARTIAL

Renderable Curves set

V-Ray custom user attributes

UDIM texture tags
UVTILE texture tags
Anisotropy

UVWgen Projections


(UI issues)

Keep geometry cache

Keep bitmap cache

Dynamic bucket splitting

Progressive image sampler


(UI issues)

V-Ray Lights Preview

back to top


Footnotes



1 – Displacement results between CPU and GPU rendering may differ slightly because of Pre-tessellation and Cache Normal settings.

– GPU always uses raytraced multiple scattering for VRayFastSSS2.

3 – Using Light Cache (as a secondary GI engine) with GPU is possible only when used in Production rendering mode. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

4 – Irradiance map loaded from a file is supported in GPU only in Production rendering mode. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

5 – Photon map can be used for Production rendering on the CPU. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

6 – IPR rendering supports motion blurred frames on integer numbers only. For example, starting the render from frame 1 will produce correct motion blur, but starting from frame 1.25 will produce incorrect motion blur.

7 – The Global max depth override can be used for Production rendering on the CPU. RT uses its own parameter - Trace Depth that is found in the RT Tab of the Render Settings window.

8 – IPR GPU does not support the "Multiply by front diffuse" option of the 2SidedMtl.

9   IPR rendering does not support BRDFAlSurface shader. 

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.