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This page provides information on supported features in V-Ray for Houdini.
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Overview
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GPU in Production mode does not support Distributed Rendering. IPR rendering does not support the particle instancer.
Supported Features
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Poly lines
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Bezier curves
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NURBS curves
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NURBS surfaces
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Standard lights
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Photometric lights
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UDIM baking
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V-Ray custom user attributes
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Renderable Curves set
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Footnotes
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Anchor 1 1
1 – Displacement results between CPU and GPU rendering may differ slightly because of Pre-tessellation and Cache Normal settings.
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2 2 – GPU always uses raytraced multiple scattering for VRayFastSSS2. V-Ray GPU Single Scatter is supported only in None and Simple modes.
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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 IPR GPU does not support the "Multiply by front diffuse" option of the 2SidedMtl.
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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. – IPR rendering does not support BRDFAlSurface shader.
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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. Anchor
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7 – The Global max depth override can be used for Production rendering on the CPU. RT uses its own parameter - Trace Depth that is found in the RT Tab of the Render Settings window.
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6 – 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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7 – 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.
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8 – IPR GPU does not support the "Multiply by front diffuse" option of the 2SidedMtl.
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Notes
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Fancy Bullets | ||
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