This page provides information on Modo features that are supported by V-Ray.

 

Page Contents

 

Overview


This section lists the Modo features supported by the latest official build of V-Ray for Modo.

It also includes information about RT GPU support for these features.

Features marked with NIGHTLY are available only in the nightly builds. Access can be requested by sending an e-mail to support@chaosgroup.com.

 

Modo Geometry Items


FeatureSupportedRT GPUAdditional Notes
Basic
Mesh

V-Ray will always use the Render Level sub-division level for subdivided meshes.

Important: Due to performance limitations in the Modo API, it is best to keep Subdivision Level and Render/Current Level the same for meshes with Subdivs or Catmull-Clark polygons.

Mesh - Render Curves

Render Curves As Polygons, Sides, Twist Gradient and Curve Refinement Angle options are NOT supported.

The V-Ray Geometry Properties package has options for specifying how Modo curves are translated to V-Ray. For more information visit the Modo to V-Ray - Render Curves page.

Static Mesh

This is the geometry type that has the fastest translation to V-Ray. If you want to decrease your Exporting keyframe times when starting a V-Ray render,
convert your meshes to static meshes (right-click on a mesh item, Change Type -> Static Mesh).

Fur Material Geometry
Requires Modo 901 SP3 and Use Render Cache enabled in the global V-Ray Preferences.
Replicator

V-Ray for Modo supports nested replicators, i.e. using a Replicator as the Prototype of another Replicator. Nesting replicators is the most efficient way to store many geometry instances in a .vrscene file.

For example: a non-nested Replicator with 1 million instances will store 1 million transformations in the .vrscene file. Nesting 3 replicators with 100 instances 3 levels deep will store 100*3=300 transformations in the .vrscene file, but will result in 1 million instances at render time.

The size of the .vrscene file is important when using distributed rendering, as a .vrscene file needs to be created and sent to the render servers.

Procedural
Deferred Mesh

Requires Modo 901 SP3 and Use Render Cache enabled in the global V-Ray Preferences. This item is available only in Modo 901 and later versions.

Important: Using deferred meshes is not as efficient as using a V-Ray Proxy when rendering with V-Ray.

Gear
 
Proxy
 
Rock
This item is available only in Modo 901 and later versions.
RPC Mesh   
Sphere   
Volumes
Blob
 
Ground Plane

 
Render Boolean
 
Sprite
 
VDB Voxel

This item is available only in Modo 901 and later versions. Use the V-Ray Volume Grid instead.

Volume
 


Modo Light Items


FeatureSupportedRT GPUAdditional Notes
Light Types
Area Light

 
Cylinder Light

 
Directional Light

PARTIAL

 
Dome Light

 

 
Photometric Light

 
Point Light

PARTIAL
This type of light can be converted to the V-Ray Sphere Light available in other V-Ray plug-ins by specifying a radius larger than 0 and enabling Make spherical light from the V-Ray Light package.
Portal

 
Spot Light

PARTIAL
 
Common Light Channels
Render

 
Dissolve

This is used as a multiplier for the light's intensity. Only values between 0 and 1 are supported.
Radiance

The light intensity in V-Ray matches Modo for most light types, except Cylinder Light.
Light Color

This is actually a reference to the light material channel for the light.
Falloff Type
PARTIAL
PARTIAL
The Area and Cylinder lights always use Inverse Distance Squared type in V-Ray.
Shadow Type
PARTIAL
PARTIAL
Only the None and Ray Trace options are supported in V-Ray.
Samples

N/A

The V-Ray Light package has a Use V-Ray subdivs option to override this value.

Importance
 
Visible to Camera

PARTIAL

PARTIAL

V-Ray uses this channel only for the Area Light. For other light types use the Invisible channel in the V-Ray Light tab.

This is for compatibility with older Modo versions, which had the Visible to Camera channel only on the Area Light.

Visible to Reflection Rays

Use the Affect Specular and Affect Reflections options in the V-Ray Light tab instead.
Visible to Refraction Rays

 
Light Linking

 
Volumetrics
 
Area Light Channels
Shape

 
Width

 
Height

 
Cylinder Light Channels
Radius

 
Length

 
Directional Light Channels
Shadow/Photon Size

V-Ray uses this only when casting photons for the Photon or Caustics Maps.
Spread Angle

 
Physical Sun

 
Time

 
Day

 
Daylight Savings Time

 
Haze

 
Clamp Intensity

When using a Physical Sun, add the V-Ray Physical Camera package to your camera to get correct exposure, otherwise the sun will be too bright.

Gamma

 
North Offset (from -Z)

 
Location

 
North Latitude

 
East Longitude

 
Time Zone

 
Photometric Light Channels
Width

 
Height

 
Cone Angle

 
Soft Edge

 
Photometry File

 
Point Light Channels
Radius

 
Portal Light Channels
Environment Only

Enabling the Environment Only channel in Modo is the same as Simple Skylight Portal in other V-Ray versions.
Spot Light Channels
Radius

PARTIAL

PARTIAL

The results don't match Modo exactly in both the CPU and GPU version.
Cone Angle

 
Soft Edge

 
Light Material Channels
Color

This texture effect can be used to texture the surface of Area and Dome lights.
Shadow Color

 
Affect Diffuse

PARTIAL

The V-Ray Light tab for the light also has an option to completely disable diffuse contributions. Texturing this is not supported.

In RT GPU this works only for area lights.

Affect Specular

PARTIAL

The V-Ray Light tab for the light also has an option to completely disable specular contribution. Texturing this is not supported.

In RT GPU this works only for area lights.

Affect Caustics

 
Affect Subsurface

 
Volumetrics
 


Modo Geometry and Light Visibility


FeatureSupportedRT GPUAdditional Notes
Geometry and Light
Visible channel on mesh/light 
Render channel on mesh/light 
Dissolve channel on mesh 
Dissolve channel on light 
Render channel on group item 

 

Modo Environment


FeatureSupportedRT GPUAdditional Notes
Environment Item
Intensity

 
Visible to Camera

 
Visible to Indirect Rays

 
Visible to Reflection Rays

 
Visible to Refraction Rays

 
Environment Material
Enable

 
Invert

 
Blend Mode

 
Opacity

 
Environment Type

 
Zenith Color

 
Sky Color

 
Ground Color

 
Nadir Color

 
Sky Exponent

 
Ground Exponent

 
Sun Light

 
Solar Disc Size

This is used only when the connected Sun Light doesn't have the V-Ray Sun/Sky package. If the package is present, this is overridden by the Size Multiplier channel in the V-Ray Sun/Sky package.
Haze Amount

Use similar options in the V-Ray Sun/Sky package of the connected Sun Light.
Clamp Sky Brightness

This is used only when the render camera doesn't have the V-Ray Physical Camera package.
Sky Gamma

 
Ground Albedo

This is used only when the connected Sun Light doesn't have the V-Ray Sun/Sky package. If the package is present, this is overridden by the Ground Albedo channel in the V-Ray Sun/Sky package.
Disc In-Scatter

 
Environment Fog

 

 

Modo Camera


FeatureSupportedRT GPUAdditional Notes
Camera View Tab
Projection Type  

You can specify more projection types by adding a V-Ray Camera package to the camera and enabling the Override Modo Projection Type option in the Camera Effects tab.

You will find the V-Ray VR camera types there (Spherical Panorama and Cube 6x1).

Perspective

 
Orthographic

 
Cylindrical Map
 
Cylindrical VR
 
Spherical Map

In V-Ray, the Spherical projection shows what is in front of the camera in the center of the image, whereas Modo shows what is behind the camera in the center of the image.
Spherical VR
 
Other Channels
Focal Length / Angle of View

 
Lens Distortion
 
Override Render Resolution

Option introduced in Modo 902.
Foreground Image
Option introduced in Modo 902.
Background Image
Option introduced in Modo 902.
Film Width / Height

 
Film Offset X / Y

This feature is supported with RT GPU when using a V-Ray Physical Camera.
Film Fit

 
Camera Effects Tab - Depth of Field
Enable

For RT GPU Depth of Field can only be used / controlled with the V-Ray Physical Camera.
Focus Distance

When the V-Ray Physical Camera package is added to the camera, this value can be overridden by enabling the Specify Focus option.
F-Stop

 

 
Iris Blades

 
Iris Rotation

 
Edge Weighting
PARTIAL

This is supported in Production / RT CPU, but the results won't match Modo exactly.
Camera Effects Tab - Motion Blur
Enable

 
Blur Length

 
Blur Offset

 
Camera Effects Tab - Stereoscopic
Enable

 
Stereo Eyes

 
Stereo Composite

 
Inter-ocular Distance

 
Convergence Distance

 
Camera Effects Tab - Clipping Plane
Enable

 
Clipping Distance

 


Modo Shader Tree


FeatureSupportedRT GPUAdditional Notes
Masking with
Material Tags

 
Part Tags

 
Selection Set Tags

 

Items

Note: A mask on a mesh affects all of its instances, unless the "Apply to Item Instances" option is disabled. This option is available in Modo 10.1v1 and later.
Groups

 
Group Locators

 
Replicator

 
Special Texture Effects
Anisotropy Direction

 
RGBA
PARTIAL
Works only on Modo materials. V-Ray materials ignore it.
Stencil
PARTIAL
Works only on Modo materials. V-Ray materials ignore it.
Shader Control Effects
Driver A/B/C/D

 
Group Mask

 
Layer Mask

 
Texture Offset

 
Surface Shading Effects
Bump

The V-Ray Car Paint material has additional bump texture effects for its sub-layers.

The Bump Amplitude can be found under the V-Ray Mtl Common tab for all V-Ray materials.

Clear-coat Bump
 
Displacement

 
Normal

PARTIAL

The normal map has the color-space settings applied just like any other image map. Usually this means that the Linear color-space needs to be selected in the Image Still tab for the normal map to be applied correctly.

In RT GPU, only image maps can be used for normal mapping and blending between them is not supported, only the top-most is used.

RT GPU only supports normal maps in tangent space.

Rounded Edge Width

This effect is available in Modo 10.2v1 and later.

Note that the V-Ray result does not match the Modo renderer when there are multiple textures with the effect or they have transparent (alpha<1.0) areas.

Vector Displacement

PARTIAL

PARTIAL
 


Modo Nodal Shading


FeatureSupportedRT GPUAdditional Notes
Channel Modifiers - Color

Color Blend

 
Color Correct

 
Color Gamma

 
Color HSV

 
Color Invert

 
Color Kelvin

 
Channel Modifiers - Conditional 
All operations

 
Channel Modifiers - Math 
Basic Math - All operations

 
Math Multiple - All operations

 
Math - All operations

 
Trigonometry - All operations

 
Shader Inputs - Ray Type

Camera Ray

 
Shadow Ray

 
Reflection Ray

 
Refraction Ray

 
Indirect Ray

 
Caustic Ray

 
Sub-surface Ray

 
Texture Ray

 
Occlusion Ray

 
Compute Normals

 
Compute Materials

 
Compute Opacity

 
Compute Shading

 
Compute Irradiance

 
Number of Bounces

 
Texture Switch

This item is available only in Modo 901 and later versions.

Channel modifier items and Shader Input items that are not explicitly mentioned are not supported. Some Channel modifiers can still be used as long as their values are constant for all shading samples.

 

Modo Materials and Shader Item


Standard Modo material

FeatureSupportedRT GPUAdditional Notes
Material Ref - Diffuse and Specular
Shading Model

In Modo 801 and earlier, this option was called Conserve Energy.
Diffuse Amount

 
Diffuse Color

 
Diffuse Roughness
PARTIAL

Results will not match the Modo renderer.
Use Refractive Index

 
Refractive Index

 
Specular Amount

 
Specular Fresnel

PARTIAL

 
Specular Color

 
Roughness

PARTIAL

PARTIAL
 When the Shading Model is NOT Physically Based, V-Ray for Modo computes the highlight differently when compared to the Modo renderer.
Anisotropy

 
Anisotropy Map

 
Match Specular

In RT GPU, the reflection and specular material components are always the same.

In RT GPU, the reflection amount and color will be used if Match Specular is OFF, the Shading Model is NOT Physically Based, reflection amount is NOT 0 and reflection color is NOT completely black.

Otherwise, the specular amount and color will be used.

Reflection Amount

 
Reflection Fresnel

PARTIAL

 
Reflection Color

 
Reflection Type

 
Blurry Reflection

In RT GPU, blurry reflections are always enabled.
Reflection Rays

N/A
 
Clearcoat Amount

 
Clearcoat Roughness

 
Clearcoat Bump

 
Material Ref - Surface Normal
Bump Amplitude

 
Displacement Distance

 
Smoothing
N/A
N/A
This channel and Smoothing Angle affect how Modo computes the smooth normals of mesh geometry. It is not used by V-Ray directly, but affects the V-Ray rendering.
Smoothing Angle
N/A
N/A
 
Double Sided

 
Rounded Edge Width

 
Round Same Surface Only

 
Material Trans - Transparency
Transparent Amount

 
Transparent Color

 
Absorption Distance

 

 
Refractive Index

 
Dispersion
PARTIAL

Results will not match the Modo renderer.
Refraction Roughness

PARTIAL

PARTIAL
Results will not match the Modo renderer.
Refraction Rays

N/A

 
Dissolve Amount

 
Material Trans - Sub-surface scattering
Subsurface Amount

 
Subsurface Color

 
Scattering Distance

 
Maximum Depth

 
Front Weighting

 
Samples

 
Same Surface Only

 
Material Trans - Luminosity
Luminous Intensity

 
Luminous Color

 
Material Rays - Ray Tracing
Exit Color

 
User Vertex Irradiance Cache

 
Material Rays - Clipping
All Channels

 
Material Rays - Volumetrics
All Channels

 

 

Unreal Material (Introduced in Modo 10.0v1)

FeatureSupportedRT GPUAdditional Notes
Channels
Base Color

 
Metallic

 
Specular

 

 
Roughness

 
Emissive Color

 
Opacity

 
Reflection Rays

N/A

 
Texture Effects
Unreal Ambient Occlusion
N/A
N/A
This texture effect is intended for use by Modo's Advanced OpenGL view-port. V-Ray ignores it.
Unreal Base Color

 
Unreal Bump

PARTIAL

This effect is blended with any Bump and Unity Bump effects below it in the Shader Tree.

In RT GPU, only image maps can be used for bump mapping and blending between them is not supported; only the top-most is used.

Unreal Clearcoat Amount

 
Unreal Clearcoat Roughness

 
Unreal Emissive Color

 
Unreal Metallic

 
Unreal Normal

PARTIAL

PARTIAL

This effect is blended with any Normal and Unity Normal effects below it in the Shader Tree.

Initial V-Ray implementation doesn't use the Mikk tangent basis when applying the normal map.

In RT GPU, only image maps can be used for normal mapping and blending between them is not supported; only the top-most is used.

Unreal Opacity

 
Unreal Roughness

 
Unreal Specular

 
Unreal Subsurface Color

 


Unity Material (Introduced in Modo 10.0v1)

FeatureSupportedRT GPUAdditional Notes
Channels
Base Albedo

 
Metallic

 
Smoothness

 
Normal Scale

 
Detail Normal Scale

 
Height Scale

 
Emissive Color

 
Emissive Level

 
Fresnel Reflectance 0

 
Reflection Rays

N/A

 
Texture Effects
Unity Albedo
Unity Ambient Occlusion

N/A

N/A

This texture effect is intended for use by Modo's Advanced OpenGL viewport. V-Ray ignores it.
Unity Bump

PARTIAL

This effect is blended with any Bump and Unreal Bump effects below it in the Shader Tree.

In RT GPU, only image maps can be used for bump mapping and blending between them is not supported; only the top-most is used.

Unity Detail Albedo x2

 
Unity Detail Mask

 
Unity Detail Normal

 
Unity Emission

 

 
Unity Metallic

 
Unity Normal

PARTIAL

 

PARTIAL

 

This effect is blended with any Normal and Unreal Normal effects below it in the Shader Tree.

Initial V-Ray implementation doesn't use the Mikk tangent basis when applying the normal map.

In RT GPU, only image maps can be used for normal mapping and blending between them is not supported; only the top-most is used.

Unity Smoothness

 

The Modo renderer applies a multiplier for lights and the environment when shading the Unity material. V-Ray for Modo doesn't do this.

In order to match Modo results you need to multiply your lights' and environment's intensity by approximately 2.

Only the listed materials are supported. Other Modo custom materials are not used by V-Ray for Modo.

Shader Item

FeatureSupportedRT GPUAdditional Notes
Shader roll-out

Some of the options here have V-Ray variants in the V-Ray Object Properties package - Use irradiance map, Generated/Received GI multiplier.
Visibility roll-out
Control Visibility

 

 

 
Cast Shadows

 
Receive Shadows

 
Visible to Camera

 
Visible to Indirect Rays

 
Visible to Reflection Rays

 
Visible to Refraction Rays

 
Visible to Occlusion Rays

If you are using the V-Ray Dirt texture, it has a Result Affect Objects Schematic connection, where you can specify items,

which should be visible to the rays that V-Ray Dirt fires to sample occlusion.

Alpha Type

PARTIAL

The Opacity and Shadow Catcher options are supported.

This option is ignored, if the Shader item has the V-Ray Object Properties package attached and its Enable option is On.

Alpha Value
 
Light Linking roll-out
You can control light linking from the light items. Per-shader light linking is not supported currently.
Fog roll-out
 

 

Modo Image Map


FeatureSupportedRT GPUAdditional Notes
Image Map types
Normal

 
Layered

Saved as buffer data in the .vrscene file. Will increase DR starting time.
Sequence

Changing the current time will not update the image in RT GPU.

Changing the Image Sequence Tab channels will not update the image in RT.

Saved as buffer data in the .vrscene file. Will increase DR starting time.

UDIM

For this to work in V-Ray for Modo, all images in the Modo image folder need to have exactly the same name (save the 4 UDIM digits).
At export, V-Ray for Modo will use the first image in the folder, and substitute the 4 UDIM digits with the <UDIM> tag that the V-Ray core recognizes.
This new name will be printed in the Event Log so you can check that the tag was placed in the right place.
This means that all correctly named textures will be loaded from disk, even if they are not specified in Modo's image folder.
This way you can specify only 1 of the UDIM images in the image folder in Modo, and V-Ray will load the rest at render time.
This will probably save you some RAM, as Modo will need to load only one of the UDIM images, when opening the scene.
Substance

 

Saved as buffer data in the .vrscene file. Will increase DR starting time.
Gradient Fill

Changes are not automatically picked up in RT.

Saved as buffer data in the .vrscene file. Will increase DR starting time.

Image Still channels
UDIM

 
Use Alpha

 
Color-space

PARTIAL

PARTIAL

Only sRGB, Linear and gamma-based color spaces are supported.
Image Map Channels

Anti-aliasing

N/A

 

Anti-aliasing Strength

N/A

 
Minimum spot

 
Texture Filtering

N/A

 
Low / High Value

 
BrightnessOption introduced in Modo 11.2v1.
ContrastOption introduced in Modo 11.2v1.
ClampOption introduced in Modo 11.2v1.
Invert Red / Green / Blue

 
Gamma

 
Swizzling

Option introduced in Modo 902.
Alpha Channel

 
Channel

Option introduced in Modo 902.

Modo Textures


FeatureSupportedRT GPUAdditional Notes
Processing sub-menu
Constant

 
Gradient

PARTIAL

PARTIAL

 
Occlusion

BASIC

Use the V-Ray Dirt texture instead.
Process
 
Tension Texture
This item is available only in Modo 901 and later versions.
Variation Texture

PARTIAL

 
Weight Map Texture

PARTIAL

Currently this texture works only when applied on V-Ray Proxy geometry.

Gradient texture supported inputs

Driver A/B/C/D, Group Mask, Layer Mask

 
Any texture effect from any material

 
Distance to Camera

 
Distance to Locator

 
Distance to Locator (Object Space)

 
Screen R / X / Y

 
Texture U / V

 
Texture Value
 
X / Y / Z Distance to Locator

 
X / Y / Z Distance to Locator (Object Space)

 
Back Facing

 
Bump Height
 
Bump-less Incidence

 
Clip Distance
 
Displacement Height
 
Incidence

 
Locator Incidence

 
Slope

 

Slope (Undisplaced)

 
Surface ID

 
Thickness

 
Environment Altitude

This is available only when the gradient texture is used as an environment texture.
Variation texture supported inputs
Particle

 
Texture Particle
 
Mesh Part

PARTIAL

Doesn't work on V-Ray Proxy items.

Meshes that use Modo sub-division polygons will be sliced into many separate parts by Modo before giving them to V-Ray,
so they have to be converted to use V-Ray sub-division, by adding the V-Ray Geometry Properties to them and enabling it.

Item

 

 

Modo Texture Locator


FeatureSupportedRT GPUAdditional Notes
Projection Type
Solid

 
Planar

 
Cylindrical

 
Spherical

PARTIAL

When used on an environment texture, V-Ray will ignore the Position X/Y/Z channels.

Note that the Modo 901 Smart IBL Environments use non-zero Position X/Y/Z.

Cubic

 
Front Projection
PARTIAL
PARTIAL
Only projection from camera items is supported. Projection from light items is NOT supported.
UV Map

 
Light Probe

 
Implicit UV

This applies only to Modo Fur Material geometry in Strips or Billboards mode.
Box

 
Other options
World Transforms

 
World Coordinates

 
Front Culling
 
Over-scan
 
Projection Axis

 
UV Map

PARTIAL

Currently RT GPU in V-Ray for Modo will work correctly only if the number of uniquely

named UV maps in the scene is less than 16.

Use Clip UDIM

 
U / V Tile Offset

 
Horizontal / Vertical Wrap

 
Horizontal / Vertical Repeat

PARTIAL
RT GPU supports only the Reset and Repeat modes.
UV Rotation

 
Random Texture Offsets

For limitations of the Mesh Parts mode, see the Variation texture entry on this page.

Texture Offset Amplitude

 
Tangent Vector Type
 
Falloff
 
Texture Replicator
 

 

 

This option is available in Modo 10.1v1 and later.