This page provides information about the known limitations of Chaos Vantage.
Hardware
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
UV
Maximum number of 8 unique UV channel sets are supported
Textures
Maximum texture resolution of 16384x16384px is supported
Materials
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
Render elements
Maximum 16 Multi Matte render elements are supported
Negative id numbers for Multi Matte render elements are not supported
Lights
Procedural textures are not supported for light textures. Only bitmaps are supported
Environment
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
Fog
Only 1 volumetric fog from .vrscene is supported. If multiple fogs are present 1 will be picked randomly
Objects
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
Vantage denoiser
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