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 | (All types except tube, cloud, and numeric. Type "blobby surface" renders as spheres.) |
|
MASH | ||
VRayClipper |
|
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 |
| |
VRayMtl |
| |
VRay2SidedMtl
| (without Multiply By Front diffuse) | |
VRayMtlWrapper | ||
VRayFastSSS2 2 | PARTIAL (without raytraced (solid) and raytraced (refractive)) | |
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 |
| [7.4] |
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 (see table below for more information) | |
plusMinusAverage | PARTIAL (see table below for more information) | |
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 Methods
Feature | V-Ray | V-Ray GPU |
---|---|---|
Brute Force | ||
Light Cache 3 |
Cameras
Feature | V-Ray | V-Ray GPU |
---|---|---|
Motion blur (transformation and deformation) | ||
Camera motion blur | ||
Camera DoF | ||
VRayPhysicalCamera | ||
Stereoscopic | ||
Dome Camera |
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 |
| PARTIAL11 |
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 | ||
Unclamped Color | ||
Velocity | ||
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 using the Bucket image sampler.
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 – The material name Cryptomatte mode is not supported with V-Ray GPU.
12– Indirect Light Select modes are not supported with V-Ray GPU.
13 (13.1, 13.2) – 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.
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.
- In some rare cases, Adaptive Lights might produce artifacts when used with V-Ray GPU within Distributed Rendering.