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. Note that IPR rendering uses Brute Force GI by default but Light Cache is also available.
Limitations
IPR Rendering does not support the particle instancer.
Supported Features
GeometryFeature | V-Ray | V-Ray GPU |
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Triangle meshes | | | V-Ray Proxy | | | Alembic via proxy | | | NURBS | | | Subdivisions | | | Displacement 1 | | | V-Ray Fur | | | Maya Hair | | | XGen | | | Infinite plane |
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| Particles | (All types except tube, cloud, and numeric. Type "blobby surface" renders as spheres.)
| PARTIAL (only spheres) | MASH | | | VRayClipper | | | VRayDecal | | 14 | V-Ray Enmesh | | | VRayPerfectSphere | | | ChaosScatter | | |
back to top LightsFeature | V-Ray | V-Ray GPU |
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Textured lights 8 | | | V-Ray Lights | | | Standard Lights | | | Photometric Lights | | | Image-based lighting | | | Light and shadow linking | | | VRaySun's Clouds 16 | | |
back to top MaterialsFeature | V-Ray | V-Ray GPU |
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VRayAlSurface | | | VRayBlendMtl | | | VRayCarPaint | | | VRayCarPaint2 | | | VRayLightMtl | | PARTIAL (without Opacity) | VRayMtl | | PARTIAL (without Diffuse Roughness) | VRay2SidedMtl | | PARTIAL (without Multiply By Front diffuse) | VRayMtlWrapper | | 12.1 | 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 | | | VRayMaterialX | | | Maya Ramp Shader | | |
back to top TexturesFeature | V-Ray | V-Ray GPU |
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Bitmap | | | Checker | | | Bulge | | 7 | Cloth | | 7.1 | Fractal | | | Grid | | 7.2 | Mountain | | | Wood | | 7.3 | Sampler Info | | PARTIAL | Ramp | | | Substance | | | Noise | | | Granite | | 7.4 | Leather | | 7.5 | LookDevKit nodes | | 5 | VRayFresnel | | | Vertex Color | | | VRaySky | | | VRayDirt | | PARTIAL | VRayFalloff | | | VRayTemperature | | | VRayEdges | | | VRayDistanceTex | | | VRayGLSL | | PARTIAL 9 | VRayPTex | | | VRayHairSampler | | | VRayFurSampler | | | VRaySoftBox | | | VRayOSLTex | | | VRayParticleTex | | | VRayRaySwitch | | | VRayTriplanarTex | |
| VRayUserColor | | (no alpha attribute)
| VRayUserScalar | | (no alpha attribute)
| VRayCurvature | | | VRayLayeredTex | | | VRayInverseExposure | | | VRayUVWRandomizer | | | VRayMultiSubTex | | |
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Maya Utility Nodesback to top
samplerInfoFeature | V-Ray | V-Ray GPU |
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Ray Direction | | | Normal Camera | | | Pixel Center | | | Point Camera | | | Point Obj | | | Point World | | | Tangent UCamera | | | Tangent VCamera | | | UV Coord | | |
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multiplyDivideFeature | V-Ray | V-Ray GPU |
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No operation | | | Multiply | | | Divide | | | Power | | |
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plusMinusAverageFeature | V-Ray | V-Ray GPU |
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Input 1D | | | Input 2D | | | Input 3D | | |
back to top EnvironmentFeature | V-Ray | V-Ray GPU |
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Spherical Mapping | | | Mirror ball mapping | | | Angular mapping | | | Toon shading | | | VRaySimpleFog | | | VRayScatterFog | | | VRayEnvironmentFog | | 13 | VRayAerialPerspective | | |
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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 – IPR uses Brute Force for GI by default. To use Light Cache in IPR, use the Light Cache option.
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.
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 Volume Light Cache (Smoke Color) options are not supported with V-Ray GPU. For more information, refer to their relevant pages.
11– Indirect Light Select modes are not supported with V-Ray GPU.
12 (12.1, 12.2) – 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. GI Amount is always rendered with a value of 0.
13 – Fog container and Affect Alpha are not supported.
14 – V-Ray GPU supports VRayDecal with a maximum limit of 4 stacked decals, when using masks or when the translucency is lesser than 1.
15 – Currently the Lens file distortion type is not supported with V-Ray GPU.
16 – VRaySun's Clouds require VRaySky to work.
17 – The effect is not as strongly visible on GPU as it is on CPU.
18 – There is initial support for these render element on V-Ray GPU.
19 – The All mode of the V-Ray Profiler is not supported on V-Ray GPU.
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 and world space.
- In some rare cases, Adaptive Lights might produce artifacts when used with V-Ray GPU within Distributed Rendering.
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