V-Ray RT Supported Features

This page provides a table of features supported by V-Ray RT in 3ds Max.

Page Contents

Overview

These features are supported by V-Ray RT CPU and GPU in 3ds Max.

Supported Features

Cameras

Feature

V-Ray RT CPU

V-Ray RT GPU

Motion blur (transformation+deformation) 1


(On integer frames)


(On integer frames)

Camera motion blur 1


(On integer frames)


(On integer frames)

Camera DoF


(with physical camera only)

Perspective

VRayPhysicalCamera

Stereoscopic


(through RT options)

Distortion for Physical Camera

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Environment

Feature

V-Ray RT CPU

V-Ray RT GPU

Spherical Mapping

Mirror ball mapping

Angular mapping

VRayToon

VRayEnvironmentFog

VRayAerialPerspective

VRaySphereFade

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Geometry

Feature

V-Ray RT CPU

V-Ray RT GPU

Triangle meshes

VRayProxy

Alembic via proxy

NURBS

Subdivisions

Displacement 2

VRayFur

Hair&Fur

VRayPlane

VRaySphere

Particles (with Particle Flow)

X-Ref Scene

VRayInstancer

VRayClipper


(without Mesh mode)

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Global Illumination Methods

Feature

V-Ray RT CPU

V-Ray RT GPU

Brute Force

Light Cache 3

Irradiance Map 4

Photon Map

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Lights

Feature

V-Ray RT CPU

V-Ray RT GPU

Lights textures

Skylight portals

15

V-Ray Lights

Standard Lights

Photometric Lights

Ambient Light

Image based lighting

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Materials

Feature

V-Ray RT CPU

V-Ray RT GPU

VRayBlendMtl

VRayALSurfaceMtl

VRayCarPaintMtl

VRayLightMtl (without direct illumination)

VRayMtl


(without Glossy Fresnel, Translucency,
Roughness and Dispersion)

VRayOverrideMtl

VRay2SidedMtl

PARTIAL (without Multiply By Front Diffuse)

VRayMtlWrapper


(shadows only, no GI on mattes)

VRayFastSSS2 (raytraced)

PARTIAL 14

VRayFlakesMtl

PARTIAL

VRaySimbiontMtl

VRayGLSLMtl

VRayHairMtl

VRayBumpMtl

VRayVRmatMtl

VRaySkinMtl (raytraced)

VRayOSLMtl

VRayStochasticFlakesMtl

VRayScannedMtl

VRayMDLMtl

INITIAL

INITIAL

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Global switches

Feature

V-Ray RT CPU

V-Ray RT GPU

Displacement 5

Lights

Hidden lights

Don't render final image

Override depth

Override material

Override material exclude list

Force back face culling

Shadows

Show GI only

Reflection/Refraction

Maps

Glossy effects

Max ray intensity

Filter maps

Secondary rays

Max transp. levels

Transp. cutoff

Probabilistic and adaptive lights

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Textures

Feature 9

V-Ray RT CPU

V-Ray RT GPU

Bitmap

Cellular

Checker

Color Correction

Composite

Dent

Falloff

Forest Color

Gradient

Gradient ramp 10

Marble

12

Mask

Mix

Noise

Output

Particle Age

Particle MBlur

Perlin Marble

RGB Multiply

RGB Tint

Smoke

12

Speckle

12

Splat

12

Stucco

12

Substance

Swirl

12

Tiles

12

Vertex Color

Waves

Wood

VRayBmpFilter

VRayColor

VRayColor2Bump

VRayCompTex 10

VRayCurvature

VRayDirt 10

VRayDistanceTex

VRayEdgesTex

PARTIAL 11

VRayFakeFresnelTex

VRayGLSLTex

VRayHDRI

VRayHairInfoTex

VRayICC

VRayLUT

VRayMap

VRayMultiSubTex 10

VRayNormalMap

VRayOCIO

VRayOSLTex

12

VRayParticleTex

VRayPTex

VRaySky

VRaySamplerInfoTex

VRaySoftBox

12

VRayTriplanarTex


(bitmaps only)

VRayUserColor


(no alpha attribute)

VRayUserScalar


(no alpha attribute)

PhoenixFDOceanTex

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Other

Feature

V-Ray RT CPU

V-Ray RT GPU

VRayShadow

VRayShadowMap

VRayStereoRig

VRayLensEffects (VFB)

VRayLightMeter

VRayExposureControl

VRayVolumeGrid

Antialiasing

Color Mapping

Render Mask (see Image Sampler)

VFB

G-Buffer

VRayMetaballs

UDIM/UVtile texture tags

Anisotropy

Matte objects
(with VRayMtlWrapper and object properties)

Include/Exclude Lists for Materials

Include/Exclude Lists for Lights

Trace Sets (Reflection/Refraction exclude)

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3rd Party Plugins

Feature

V-Ray RT CPU

V-Ray RT GPU

ForestPro instancing

RailClone instancing

MultiScatter instancing

ColorCorrect

Carbon Scatter

Ornatrix 10

HairFarm 10

MultiTexture

BerconMaps

13

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Footnotes

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

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

3 – Using Light Cache (as a secondary GI engine) with V-Ray RT is possible only when V-Ray RT is set as Production render, or with From file mode (already computed Light Cache .vrlmap) when using ActiveShade.

4 – Irradiance Map is supported (only from file).

5 – Displacement can be enabled or disabled for V-Ray RT only in ActiveShade Mode, but not in Production Rendering Mode.

6 – In normal mode, the Light Select pass contains GI information only in RT GPU. The Raw mode is not supported in RT GPU.

7 – The Sampler Info Render Element supports different UVW Coordinate types through its different pass types. For more details, please see the Sampler Info Render Element page.

8 – When rendering with V-Ray RT CUDA, the VRayShadows Render Element is incompatible with Adaptive Lights and may render incorrectly if used together.

9 – Starting with V-Ray 3.6, the VRayColor2Bump texture will no longer be needed for procedural textures in order to be supported by V-Ray RT GPU. For earlier releases, all procedural textures are supported by RT GPU when used for Bump mapping through a VRayColor2Bump texture attached to the Bump slot.

10 – These plug-ins are only partially supported by V-Ray RT GPU.

11 – The Color feature of VRayEdgesTex is not yet available in V-Ray RT when the engine type is set to CUDA. However, the Rounded Corners feature is fully supported.

12 – 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.

13 – BerconTile is not supported in RT CPU.

14 RT GPU always uses raytraced multiple scattering. It does not support raytraced (solid) and raytraced (refractive) settings.

15 – The Skylight portals in RT GPU work only in Simple mode.

Additional Notes

  • RT GPU supports map channels from 0 to 15.

  • RT GPU only supports normal maps in tangent space.