Please note that this documentation space offers information for V-Ray 3.6! For most up-to-date documentation, refer to V-Ray Next for Modo help.


Date – Mar 21, 2018

DownloadBuild 3.60.01


Page Contents


New Features


  • Support for the MODO 12 series;


  • Added the ability to bake to Ptx textures or .vrmesh point clouds;

Render Elements

  • Added the "Cryptomatte" render element;

  • Added "Multi Matte" RE;
  • Added V-Ray Additional Outputs item with the following render elements: "Atmospheric Effects", "Background", "Caustics", "Coverage", "Material ID", "Object ID", "Raw Diffuse Filter", "Raw Reflection", "Raw Reflection Filter", "Raw Refraction", "Raw Refraction Filter", "Raw Shadow", "Render ID", "Shadow" and "Toon"


  • Now allows hybrid rendering ( CPU + GPU );
  • Added CUDA device selection in the V-Ray Preferences;

V-Ray Geometry

  • Added V-Ray Fur geometry item;

  • Added V-Ray Infinite Plane geometry item;

V-Ray Materials

  • Added V-Ray scanned material (VRscans);

Improved Features


  • Support for the "Spherical VR" projection type;


  • Support for animation and motion blur on the geometry exported using the Render Cache, e.g. MODO Fur;


  • Exposed the user-friendly license error messages that are implemented in the 3.6 core;


  • Added the Double Sided option in the V-Ray Light Settings for the Area light;

Render Settings

  • Switched to using Embree for hair by default;

  • Exposed the "Mode", "Use GPU acceleration" and "Generate Render Elements" denoiser parameters in the Properties viewport;

  • Use the JPEG quality, PNG compression level and OpenEXR compression type and level from MODO's Image I/O preferences when auto-saving images after a render;

  • The Mitchell-Netravali filter size is now fixed at 4 pixels;


  • Print what host application was used to export a .vrscene file;

Modo Textures

  • The process texture's value channel now affects scalar effects (in MODO 11.2 and later);

  • Image map: Added support for the "brightness", "contrast" and "clamp" channels introduced in MODO 11.2;

  • Gradient: Support for Input Parameter -> Particle Effects -> Particle ID;

Render Elements

  • Ambient Occlusion: Introduced separate V-Ray Subdivs which ignore the global "Use Local Subdivs" option and work per AA sample;

  • Added the "Full" mode to the V-Ray Light Select render element;

  • Added a command for automatically assigning multi matte or object IDs;

Render Mask

  • When rendering an animation using V-Ray Standalone with a Render Mask enabled, the VFB image is now cleared between frames;

Render with V-Ray Standalone

  • Added an option to render all passes from a pass group;


  • Added a preference for choosing the default image format for the file save dialog that opens when "Choose output image" is checked in one of the Render commands;


  • Texture locators using "front projection" are now properly updated in RT, this includes changing the projection camera or its channels;

  • When the render region is changed/enabled/disabled do not start rendering from scratch, instead reuse already calculated samples;

  • Enhance Region: Preserve the region when restarting RT using the vray.rt.restart command or when a change requiring complete restart is made (e.g. changing Render Cache mode);

  • The select items and select materials options in the VFB right click menu should be saved as global MODO preferences;


  • Texture Locator: Support for the "Front Projection" projection type;

  • When a texture locator's UV map is set to "(none)", the first available UV map should be used like in the CPU renderer;

  • Support for the "Consider same object only" option of the V-Ray Dirt texture;

Shader Tree

  • Handle layer mask below another layer mask;

  • "Blend mode" and "Opacity" now work for layer masks;

  • Support for the "Rounded Edge Width" texture effect introduced in MODO 10.2;

Texture Locator

  • Support for the "Front Culling" option (CPU only);


  • All VFB browse dialogs should remember the last used folder;

V-Ray Atmospheres

  • Added the "primary visibility" option to the V-Ray Aerial Perspective UI;

V-Ray Geometry Properties

  • Static subdivision and displacement are now enabled by default;

V-Ray Materials

  • Added an "Enabled" check-box for each coat material of the V-Ray Blend material;

  • Added the "opacity mode" option to the V-Ray Material UI;

  • Added the "roughness model" option to the V-Ray Material UI;

  • Added the "Comp in specular" option to the V-Ray Hair UI;

  • Allowed the 2-sided material to be used as a sub-material;

  • Enabled "glossy fresnel" and "affect shadows" by default, but only for new V-Ray materials;

  • Switched to "Stochastic" opacity mode, "Oren-Nayar" roughness model and "GGX" BRDF type by default, but only for new V-Ray materials;

  • Decreased the "Cutoff Threshold" in the SSS2 material to 0.001;

  • The browse dialog in the V-Ray Scanned material should show .png and .jpg files and replace their extension with .vrscan before setting the "File" channel;

  • (Experimental) Added an OpenGL preview for V-Ray Scanned materials;

  • The V-Ray Scanned interface is very slow when there is no available license;

V-Ray Proxy

  • Enabled the "particle width multiplier" parameter of the "Invoke ply2vrmesh" command for the .prt, .ply, .geo and .bgeo file formats;

V-Ray Textures

  • The V-Ray Curvature's "out color min" and "out color max" channels now accept values up to 100;

  • The V-Ray Dirt's subdivs now always ignore the "Use Local Subdivs" option and work per AA sample;

  • Added the "Distance along strand absolute" output type and the "Hair max distance" parameter;

  • Changed the default V-Ray Dirt radius to 10cm and the default V-Ray Noise size to 0.05, but only for new textures;

  • Added a separate "Radius Texture" slot to the V-Ray Dirt texture, the final radius is now determined by multiplying "Radius" and "Radius Texture" similar to the functionality in V-Ray for 3ds Max;

  • Allowed smaller values (down to 0.0001) to be entered for the size channel in the V-Ray Noise texture;

V-Ray Volume Grid

  • The default detail reduction is now 3, and the min detail reduction is 0;

  • The preview no longer uses direct OpenGL calls in Modo 11 and later, this fixes a number of issues, since the version using direct OpenGL calls is currently unfinished;

.vrscene import

  • Remove unnecessary suffixes (@node, @light, @mtl, @mtl_brdf, @tex) from imported geometry names, light names, material tags, material names and texture names;

  • UVWGenChannel: Support for importing the "tile" options from 3ds Max;

Bug Fixes


  • Crash during RT when modifying geometry at vertex/edge/polygon level;

  • Crash during RT GPU when picking items/materials in the VFB window with 2 or more GPUs used;

  • Crash on a specific scene on macOS caused by stack overflow;

  • Crash when a Render Mask in selection mode is active and the selection is switched between a replicator and something else multiple times;

  • Crash if the Restart RT button is clicked after starting RT and while the scene is still being exported;

  • Crash when a material group references one of its parents instead of an actual library material;

  • Crash during RT when a transform constraint is deleted together with other items;

  • Crash: MODO 801 SP5 and below crash when using one of the "camera" commands in the VFB during RT and a confirmation dialog needs to be opened;

  • Crash with the OpenGL preview of the V-Ray Volume Grid on macOS in Modo 11.0 and later;

  • Crash when opening the VFB history panel if there's a vrimg in the history directory that was not saved through the panel itself;

  • Deadlock (random) during RT when the render/enhanced region is changed with lens effects or denoiser enabled;


  • Scaled V-Ray physical camera makes image AA very blurry when rendering on the CPU;


  • The V-Ray Clipper include/exclude list doesn't work with Replicator and .vrscene reference items;


  • The Filter Generator tool is not included in the installation on macOS;

  • The link to the docs site in the Start Menu is broken;

Nodal Shading

  • The "inverse" channel of the "Trigonometry" node doesn't work correctly in V-Ray;

Render Settings

  • When auto-saving 16-bit TIFF or 16-bit PNG images after a render, they are saved as 8-bit;


  • Pressing the RT restart button multiple times very quickly will sometimes block the whole MODO UI completely, requiring the MODO process to be killed;

  • Picking an object/material in the VFB will randomly not work when RT GPU is used with 2 or more GPUs;

  • The "Shading Normal" render element doesn't work;

  • Environment intensity multiplier doesn't work;

  • Different renders inside MODO and when using V-Ray Standalone when there is no environment visible to reflections or refractions;

  • DOF and film offset are not working on macOS even with a V-Ray Physical Camera;

RT Updates

  • Changing the channels of a V-Ray Aerial Perspective atmosphere is not updated in RT GPU;


  • Noisy glossy refraction with BF\LC and Light Cache Retrace turned on in some scenes;


  • Prevent storing custom channels larger than 64KBs in MODO 10.0 and earlier, as those might lead to file corruption;

Shader Tree

  • When using RT + DR, group masks on material items don't work correctly on the slaves, the material becomes transparent;
  • When using RT + DR, gradients on the bump effect don't work on the slaves;
  • If a material has no Shader item above it, it should render normally, instead of completely black;
  • Group/Layer masks with transparent areas don't work correctly;

Texture Locator

  • "Front Projection" from a non-render camera is sometimes incorrect;


  • The bottom part of the render elements popup is not visible in MODO 901, 902 and 10.0v1;

  • Incorrect update of the enabled state of some channels in the Properties form (e.g Fresnel IOR in the V-Ray Falloff texture) under certain circumstances;

V-Ray Proxy

  • The "Convert to V-Ray Proxy" command crashes when an instance of an instance needs to be replaced with a V-Ray Proxy;
  • Material tags for a V-Ray Proxy exported from Rhino are not showing up in Modo;

V-Ray Materials

  • Bump mapping disappears on small objects or when the camera is very close to an object;

  • The V-Ray alSurface material doesn't appear in V-Ray Light Select render elements;

  • Incorrect SSS on the standard V-Ray material with certain combinations of darker translucency colors and larger fog multipliers;