This page provides information on supported features in V-Ray for Maya based on the rendering type and hardware architecture.

 

Page Contents

Overview


These features are supported by CPU and GPU rendering in Maya for Production and IPR modes. In Maya, IPR on the CPU is the same as Production rendering on the CPU when using the Progressive image sampler. Note that in IPR mode, both CPU and GPU uses Brute Force for both primary and secondary. In addition to Brute Force GI, Light Cache 3 and the Irradiance Map 4 are available for GPU in Production mode. Production rendering on the CPU supports all available GI engines.

 

Limitations


GPU in Production mode does not support Distributed Rendering. IPR Rendering does not support the particle instancer.

 

Supported Features



Geometry

FeatureCPUGPU
Triangle meshes
V-Ray Proxy
Alembic via proxy
NURBS
Subdivisions
 
Displacement 1
V-Ray Fur
Maya Hair

Infinite plane
Particles

(All types except tube, cloud,
and numeric. Type "blobby
surface" renders as spheres.)


(only spheres)

VRayInstancer

(Production mode)
 
VRayClipper


(without Mesh Mode)

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Lights

FeatureCPUGPU
Lights textures
Skylight portals

V-Ray Lights

Standard Lights
Photometric Lights
Image-based lighting
Light and shadow linking

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Materials

FeatureCPUGPU
VRayBlendMtl

VRayCarPaint
VRayLightMtl


(without opacity)

VRayMtl


(without translucency,
roughness and dispersion)

VRay2SidedMtl

VRayMtlWrapper

(shadows only, no GI on mattes)
VRayFastSSS2 2
VRayFlakesMtl
PARTIAL
VRaySimbiontMtl
VRayGLSLMtl
VRayHairMtl
VRayBumpMtl
VRayVRmatMtl
VRaySkinMtl 2

VRayOSLMtl

VRayScannedMtl
VRayStochasticFlakesMtl
VRaySwitchMtl
VRayMtlRender Stats
VRay Mesh Material
VRayPointParticleMtl

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Textures

FeatureCPUGPU
Bitmap

Checker

Bulge
Cloth
Fractal
Grid
Mountain
Wood
Sampler Info
PARTIAL
Ramp
Substance

Noise
LookDevKit (Maya 2016 Ext 1)


(color nodes and Simplex Noise)


(color nodes and Simplex Noise)

VRayFresnel
Vertex Color
VRaySky
VRayDirt
PARTIAL
VRayFalloff

VRayTemperature
VRayEdges
VRayDistanceTex
VRayGLSL
VRayPTex
VRayHairSampler
VRayFurSampler
VRaySoftBox
VRayOSLTex
VRayParticleTex
VRayRaySwitch
VRayTriplanarTex

(bitmaps only)
VRayUserColor


(no alpha attribute)

VRayUserScalar


( no alpha attribute)

VRayCurvature

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Environment

FeatureCPUGPU
Spherical Mapping
Mirror ball mapping
Angular mapping
Toon shading
VRaySimpleFog
VRayScatterFog
VRayEnvironmentFog
VRayAerialPerspective

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Global Illumination Methods

FeatureCPUGPU
Brute Force
Light Cache 3
 

Irradiance Map 4
Photon Map 5

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Cameras

FeatureCPUGPU
Motion blur (transformation+deformation) 6

 

Camera motion blur 6

Camera DoF


(with physical camera)

VRayPhysicalCamera
Stereoscopic

Dome Camera


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Render Elements

FeatureCPUGPU
Atmospheric Effects 
Background

Bump Normals
Caustics

(Production mode)
Coverage
DR Bucket
(Production mode)
 
Denoiser
Diffuse
Extra Tex

GI

Light Select

Lighting
Material ID
Material Select
Matte Shadow
Multi Matte
Multi Matte ID
Normals
Object ID
Object Select
Raw Diffuse Filter
Raw GI
Raw Light
Raw Reflection
Raw Reflection Filter
Raw Refraction
Raw Refraction Filter
Raw Shadow
Raw Total Light
Reflect IOR
Reflection
Reflection Filter
Reflection glossiness
Reflection highlight glossiness
Refraction
Refraction Filter
Refraction glossiness
Render ID
SSS
Sample Rate
Self Illumination
Shadow
Specular
Total Light
Unclamped Color
Velocity
Z Depth

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Overrides - Camera

FeatureCPUGPU
Override FOV 
Depth of Field  
Motion blur  

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Overrides - Geometry

FeatureCPUGPU
Displacement
Subdivision
Viewport subdivision
Hair/PaintFX/Fur
Proxy Objects
Particles
Plugin Geometry
Hidden geometry
(Production mode)

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Overrides - Lighting

FeatureCPUGPU
Lights
Hidden lights
Shadows
Ignore shadow and light linking
Disable self-illumination
Probabilistic lights

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Overrides - Materials

 FeatureCPUGPU
Reflection / Refraction  
Glossy effects
SSS
Global max depth 7 
Max Transparency levels
Transparency cutoff
Allow negative shader colors

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Overrides - Textures

 FeatureCPUGPU
Maps
Filter maps  
Uninverted normal bump  

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Overrides - Rendering

 FeatureCPUGPU
Don't render final image
(Production mode)
 
Secondary ray bias ✓ ✓ 
Max ray intensity ✓ ✓

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Overrides - Environment

 FeatureCPUGPU
Enviroment override ✓ ✓

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Overrides - Volumetrics

 FeatureCPUGPU
Environment volume


(Aerial Perspective)

Probabilistic volumetrics ✓ 

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Other

FeatureCPUGPU
VRayLensEffects (VFB)

VRayVolumeGrid
Antialiasing
Color Mapping
VFB
Render Mask
VRayMetaballs
UDIM/UVtile texture tags
Anisotropy
UVWProjections


(perspective & planar modes)

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


(flat  colors)

Matte objects
(with mtl wrapper and object properties)

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Footnotes



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

– IPR uses raytraced multiple scattering for VRayFastSSS2 and VRaySkinMtl.

3 – Using Light Cache (as a secondary GI engine) with GPU is possible only when used in Production rendering mode. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

4 – Irradiance map loaded from a file is supported in GPU only in Production rendering mode. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

5 – Photon map can be used for Production rendering on the CPU. In IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU.

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

7 – The Global max depth override can be used for Production rendering on the CPU. IPR uses its own parameter - Trace Depth that is found in the IPR Tab of the Render Settings window.

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.