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FeatureCPUGPU
Brute Force
Light Cache 3
 

Irradiance Map 4

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Cameras

FeatureCPUGPU
Motion blur (transformation+deformation) 5

 

Camera motion blur 5

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
Cryptomatte
9


(Production mode)

 

9

PARTIAL14
DR Bucket
(Production mode)
 
Denoiser
Diffuse
Extra Tex

GI

Light Select

Lighting
Lightning Analysis

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
Sampler Info
Self Illumination
Shadow
Specular
Total Light
Unclamped Color
Velocity
Z Depth

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Overrides - Camera

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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.

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

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5 – 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.

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6 – The – 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.

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7 – The – 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.

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8 – The – The SimplexNoise Texture is baked on the GPU. This means that it will use more memory to render.

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9 – V-Ray Cryptomatte Render Element works only in Production rendering mode using Bucket sampler. 

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10 – V – V-Ray GPU does not support V-Ray Mesh Light textures.

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13 – Fire Lights (Fire Lights) and Use Light Cache (Smoke Color) options are not supported with V-Ray GPU. For more information, refer to their relevant pages.

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14 – The material name option is not supported with V-Ray GPU. 

Notes

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Fancy Bullets
typecircle
  • 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.
  • In some rare cases, Adaptive Lights might produce artifacts when used with V-Ray GPU within Distributed Rendering.

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