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

FeatureV-Ray RT CPUV-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

FeatureV-Ray RT CPUV-Ray RT GPU
Spherical Mapping
Mirror ball mapping
Angular mapping
VRayToon
VRayEnvironmentFog
VRayAerialPerspective
VRaySphereFade

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Geometry

FeatureV-Ray RT CPUV-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

FeatureV-Ray RT CPUV-Ray RT GPU
Brute Force
Light Cache 3

Irradiance Map 4
Photon Map

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Lights

FeatureV-Ray RT CPUV-Ray RT GPU
Lights textures
Skylight portals

V-Ray Lights

Standard Lights
Photometric Lights
Ambient Light
Image based lighting

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Materials

FeatureV-Ray RT CPUV-Ray RT GPU
VRayBlendMtl

VRayCarPaintMtl
VRayLightMtl (without direct illumination)

VRayMtl

 
(without Glossy Fresnel, Translucency,
Roughness and Dispersion)

VRayOverrideMtl
VRay2SidedMtl
PARTIAL
VRayMtlWrapper

(shadows only, no GI on mattes)
VRayFastSSS2 (raytraced)
VRayFlakesMtl
PARTIAL
VRaySimbiontMtl
VRayGLSLMtl
VRayHairMtl
VRayBumpMtl
VRayVRmatMtl
VRaySkinMtl (raytraced)

VRayOSLMtl

VRayStochasticFlakesMtl

VRayScannedMtl
VRayMDLMtlINITIALINITIAL

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Global switches

FeatureV-Ray RT CPUV-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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Render Elements

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Textures

Feature 9 V-Ray RT CPUV-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)

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Other

FeatureV-Ray RT CPUV-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

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3rd Party Plugins

FeatureV-Ray RT CPUV-Ray RT GPU
ForestPro instancing
RailClone instancing
MultiScatter instancing
ColorCorrect
Carbon Scatter
Ornatrix 10

HairFarm 10

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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 – V-Ray Edges Texture works fine as a texture or part of the ExtraTex Render Element. Show Hidden Edges and Show Subtriangles not currently available with V-Ray RT GPU.

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.

 

Additional Notes


  • RT GPU supports map channels from 0 to 15.
  • RT GPU only supports normal maps in tangent space.