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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

FeatureV-RayV-Ray GPU
Triangle meshes
(tick)
(tick)
V-Ray Proxy
(tick)
(tick)
Alembic via proxy
(tick)
(tick)
NURBS
(tick)
(error)

Subdivisions

(tick)
(tick)
Displacement 1
(tick)
(tick)
V-Ray Fur
(tick)
(tick)
Maya Hair
(tick)

(tick)

XGen
(tick)
(tick)
Infinite plane
(tick)
(tick)
Particles
(tick)
(All types except tube, cloud,
and numeric. Type "blobby
surface" renders as spheres.)

(tick)
(only spheres)

MASH(tick)(tick)
VRayClipper
(tick)

(tick)
(without Mesh Mode)

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Lights

Feature

V-RayV-Ray GPU
Textured lights 8
(tick)
(tick)

V-Ray Lights

(tick)
(tick)
Standard Lights(tick)
(tick)
Photometric Lights
(tick)
(tick)
Image-based lighting
(tick)
(tick)
Light and shadow linking
(tick)
(tick)

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Materials

FeatureV-RayV-Ray GPU
VRayAlSurface(tick)(tick)
VRayBlendMtl
(tick)

(tick)

VRayCarPaint
(tick)
(tick)
VRayCarPaint2(tick)(tick)
VRayLightMtl
(tick)

(tick)
(without Opacity)

VRayMtl
(tick)

(tick)
(without Translucency,
Diffuse Roughness)

VRay2SidedMtl

(tick)

(tick)

(without Multiply By Front diffuse)

VRayMtlWrapper

(tick)
VRayFastSSS2 2
(tick)
PARTIAL
(without raytraced (solid) and raytraced (refractive))
VRayFlakesMtl
(tick)
(tick)
VRayFlakes2Mtl(tick)(tick)
VRayHairNextMtl(tick)(tick)
VRayGLSLMtl
(tick)
PARTIAL 9
VRayHairMtl
(tick)
(tick)
VRayBumpMtl
(tick)
(tick)

VRayVRmatMtl

(tick)
(tick)

VRayOSLMtl

(tick)
(error)
VRayScannedMtl
(tick)
(tick)
VRayStochasticFlakesMtl
(tick)
(tick)
VRaySwitchMtl
(tick)
(tick)
VRayToonMtl(tick)(error)
VRayMtlRender Stats
(tick)
(tick)
VRay Mesh Material
(tick)
(tick)
VRayPointParticleMtl(tick)(error)
Maya Ramp Shader
(tick)
(error)

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Textures

FeatureV-RayV-Ray GPU
Bitmap
(tick)
(tick)

Checker

(tick)

(tick)

Bulge

(tick)

Cloth
(tick)
Fractal
(tick)

(tick)

Grid
(tick)
Mountain

(tick)

(tick)
Wood
(tick)
Sampler Info
(tick)
PARTIAL
Ramp
(tick)
(tick)
Substance

(tick)

(error)
Noise
(tick)

(tick)

Granite

(tick)

(tick) [7.4]
Leather(tick)
LookDevKit nodes

(tick)

VRayFresnel
(tick)
(tick)
Vertex Color
(tick)
(tick)
VRaySky
(tick)
(tick)
VRayDirt
(tick)
PARTIAL
VRayFalloff
(tick)

(tick)

VRayTemperature
(tick)
(tick)
VRayEdges
(tick)
(tick)
VRayDistanceTex

(tick)

(tick)
VRayGLSL
(tick)
PARTIAL 9
VRayPTex
(tick)
(error)
VRayHairSampler
(tick)
(tick)
VRayFurSampler
(tick)
(tick)
VRaySoftBox
(tick)
(tick)
VRayOSLTex
(tick)
(tick)
VRayParticleTex
(tick)
(error)
VRayRaySwitch
(tick)
(error)
VRayTriplanarTex
(tick)
(tick)
VRayUserColor
(tick)

(tick)
(no alpha attribute)

VRayUserScalar
(tick)

(tick)
(no alpha attribute)

VRayCurvature
(tick)
(tick)
VRayLayeredTex(tick)(tick)
VRayInverseExposure(tick)(tick)
VRayUVWRandomizer(tick)(tick)

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Maya Utility Nodes

FeatureV-RayV-Ray GPU
contrast

(tick)

(error)

clamp
(tick)
(tick)
gammaCorrect
(tick)
(tick)
luminance
(tick)
(tick)
ramp [Texture]
(tick)
(tick)
remapColor
(tick)
(tick)
remapHsv
(tick)
(tick)
remapValue
(tick)
(tick)
blendColors
(tick)
(tick)
samplerInfo
(tick)
multiplyDivide
(tick)
plusMinusAverage
(tick)
reverse
(tick)

(tick)

surfaceLuminance
(tick)
(error)
hsvToRgb
(tick)
(tick)
choice(tick)(error)

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samplerInfo

FeatureV-RayV-Ray GPU
Ray Direction

(tick)

(error)

Normal Camera
(tick)
(tick)
Pixel Center
(tick)
(error)
Point Camera
(tick)
(tick)
Point Obj
(tick)
(error)
Point World
(tick)
(tick)
Tangent UCamera
(tick)
(error)
Tangent VCamera
(tick)
(error)
UV Coord
(tick)
(tick)

 

 

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multiplyDivide

FeatureV-RayV-Ray GPU
No operation

(tick)

(error)

Multiply
(tick)
(tick)
Divide
(tick)
(tick)
Power
(tick)
(tick)

 

 

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plusMinusAverage

FeatureV-RayV-Ray GPU
Input 1D

(tick)

(error)

Input 2D
(tick)
(error)
Input 3D
(tick)
(tick)

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Environment

FeatureV-RayV-Ray GPU
Spherical Mapping
(tick)
(tick)
Mirror ball mapping
(tick)
(tick)
Angular mapping
(tick)
(tick)
Toon shading
(tick)
(error)
VRaySimpleFog
(tick)
(error)
VRayScatterFog
(tick)
(error)
VRayEnvironmentFog
(tick)
(tick)
VRayAerialPerspective
(tick)
(tick)

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Global Illumination Methods

FeatureV-RayV-Ray GPU

Brute Force

(tick)
(tick)
Light Cache 3

(tick)

(tick)

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Cameras

Feature

V-RayV-Ray GPU
Motion blur (transformation and deformation)

(tick)

(tick)

Camera motion blur

(tick)

(tick)

Camera DoF
(tick)

(tick)

VRayPhysicalCamera
(tick)
(tick)
Stereoscopic
(tick)

(tick)

Dome Camera
(tick)

(tick)


 

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Render Elements

FeatureV-RayV-Ray GPU
Preset: Back to Beauty(tick)(tick)
Atmospheric Effects(tick)(tick)
Background

(tick)

(tick)

Bump Normals
(tick)
(tick)
Caustics
(tick)
(Production mode)
(error)
Coat Specular(tick)(tick)
Coat Filter(tick)(error)
Coat Glossiness(tick)(error)
Coat Reflection(tick)(tick)
Coverage

(tick)

 (error)

Cryptomatte

(tick)
(Bucket sampling)6

PARTIAL11
DR Bucket(tick)
(Bucket sampling
(tick)
Denoiser
(tick)
(tick)
Diffuse
(tick)
(tick)
Extra Tex
(tick)

(tick)

GI
(tick)
(tick)
LightMix(tick)

(tick)

Light Select

(tick)
Lighting
(tick)
(tick)
Lightning Analysis(tick)

(error)

Material ID(tick)(tick)
Material Select(tick)(error)
Matte Shadow(tick)(error)
Multi Matte(tick)(tick)
Multi Matte ID(tick)(tick)
Normals(tick)(tick)
Object ID(tick)(tick)
Object Select(tick)(error)
Raw Coat Filter(tick)(error)
Raw Coat Reflection(tick)(error)
Raw Diffuse Filter(tick)(error)
Raw GI(tick)(error)
Raw Light(tick)(error)
Raw Reflection(tick)(error)
Raw Reflection Filter(tick)(error)
Raw Refraction(tick)(error)
Raw Refraction Filter(tick)(error)
Raw Shadow(tick)(error)
Raw Sheen Filter(tick)(error)
Raw Sheen Reflection(tick)(error)
Raw Total Light(tick)(error)
Reflect IOR(tick)(error)
Reflection(tick)(tick)
Reflection Filter(tick)(tick)
Reflection Glossiness(tick)(error)
Reflection Highlight Glossiness(tick)(error)
Refraction(tick)(tick)
Refraction Filter(tick)(tick)
Refraction glossiness(tick)(error)
Render ID(tick)(tick)
SSS(tick)(tick)
Sample Rate(tick)(tick)
Sampler Info(tick)(tick)
Self Illumination(tick)(tick)
Shadow(tick)(tick)
Sheen Specular(tick)(tick)
Sheen Filter(tick)(error)
Sheen Glossiness(tick)(error)
Sheen Reflection(tick)(tick)
Specular(tick)(tick)
Total Light(tick)(error)
Unclamped Color(tick)(tick)
Velocity(tick)(tick)
Z Depth(tick)(tick)

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Overrides - Camera

FeatureV-RayV-Ray GPU
Override FOV(tick)(tick)
Depth of Field(tick)(tick)
Motion blur(tick)(tick)

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Overrides - Geometry

FeatureV-RayV-Ray GPU
Displacement(tick)(tick)
Subdivision(tick)(tick)
Viewport subdivision(tick)(tick)
Hair/PaintFX/Fur(tick)(tick)
Proxy Objects(tick)(tick)
Particles(tick)(tick)
Plugin Geometry(tick)(tick)
Hidden geometry(tick)
(Production mode)
(error)

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Overrides - Lighting

FeatureV-RayV-Ray GPU
Lights(tick)(tick)
Hidden lights(tick)(tick)
Shadows(tick)(error)
Ignore shadow and light linking(tick)(tick)
Disable self-illumination(tick)(error)
Probabilistic lights(tick)(tick)

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Overrides - Materials

 FeatureV-RayV-Ray GPU
Reflection / Refraction(tick)(error)
Glossy effects(tick)(error)

SSS

(tick)(tick)
Global max depth 4(tick)(error)
Max Transparency levels(tick)(error)
Transparency cutoff(tick)(error)
Allow negative shader colors(tick)(tick)

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Overrides - Textures

 FeatureV-RayV-Ray GPU
Maps(tick)(error)
Filter maps(tick)(tick) 
Uninverted normal bump(tick)(error)

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Overrides - Rendering

 FeatureV-RayV-Ray GPU
Don't render final image(tick)
(Production mode) 
(error)
Secondary ray bias(tick)(tick) 
Max ray intensity(tick)(tick)

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Overrides - Environment

 FeatureV-RayV-Ray GPU
Environment override(tick)(tick)

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Overrides - Volumetrics

 FeatureV-RayV-Ray GPU
Environment volume(tick)

(tick)

Probabilistic volumetrics(tick)(error)

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Other

FeatureV-RayV-Ray GPU
VRayLensEffects (VFB)

(tick)

(tick)

VRayVolumeGrid
(tick)
PARTIAL 10
Antialiasing
(tick)
(tick)
Color Mapping
(tick)
(tick)
VFB
(tick)
(tick)
Render Mask
(tick)
(tick)
VRayMetaballs
(tick)
(error)
UDIM/UVtile texture tags
(tick)
(tick)
Anisotropy
(tick)
(tick)
UVWProjections
(tick)

(tick)
(perspective & planar modes)

Bitmap/Geometry cache
(tick)
(tick)
VRay Renderable Curves set
(tick)
(tick)
V-Ray custom user attributes
(tick)

(tick)
(flat colors)

Matte objects

(tick)

(tick) 13.2

 

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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 MattesGI 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.