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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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Geometry

FeatureSupport

Poly primitives as triangle mesh

...

(tick)

Polysoup primitives as triangle mesh

...

(tick)

Triangle fan primitives as triangle mesh

...

(error)

Triangle strip primitives as triangle mesh

...

Poly lines

...

Bezier curves

...

NURBS curves

...

NURBS surfaces

...

(error)

Perfect circle

...

(error)

Perfect sphere

...

(error)

Perfect tube primitives

...

(error)

V-Ray infinite plane

...

(tick)

Metaball primitives

...

(error)

MetaSQuad primitives

...

(error)

Particles

...

(tick)

VDB primitives

...

(tick)

Houdini Volume primitives

...

(tick)

Packed geometry primitives

...

(tick)

Packed disk primitives (.bgeo, bhclassic)

...

(tick)

Packed fragment primitives

...

(tick)

Packed crowd agent primitives

...

(tick)

V-Ray proxy

...

(tick)

Fur/hair

...

(tick)

V-Ray fur

...

(tick)

V-Ray clipper

...

(tick)

Subdivision

...

(tick)

Displacement1

...

(tick)

Houdini Instancer

...

(tick)
OpenSubdiv

...

(tick)

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Lights

FeatureSupport

...

Standard lights

...

Lights textures

...

(tick)

Skylight portals

...

(tick)

V-Ray

...

Direct light

...

(tick)

V-Ray

...

Spot light

...

(tick)

V-Ray IES light

...

(tick)

V-Ray

...

Sphere light

...

(tick)

V-Ray

...

Dome light

...

(tick)

V-Ray

...

Mesh light

...

(tick)

V-Ray

...

Sun

...

(tick)

V-Ray

...

Ambient light

...

(tick)
V-Ray

...

Omni light

...

Photometric lights

...

(tick)
V-Ray Rectangle

...

light

...

(tick)

Image Based Lighting

...

(tick)
(as V-Ray dome light)

Light linking

...

(tick)

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Materials

FeatureSupport
V-Ray BRDFLayered

...

(tick)
V-Ray BRDFBump

...

(tick)
V-Ray BRDFCarPaint

...

(tick)
V-Ray BRDFHair

...

(tick)
V-Ray BRDFHair3

...

(tick)
V-Ray BRDFLight

...

(tick)
V-Ray MtlMaterialID

...

(tick)
V-Ray MtlMulti

...

(tick)
V-Ray MtlOverride

...

(tick)
V-Ray MtlRenderStats

...

(tick)
V-Ray MtlRoundEdges

...

(tick)
V-Ray MtlSingleBRDF

...

(tick)
V-Ray BRDFSkinComplex

...

(error)
V-Ray BRDFSSS2Complex 2

...

(tick)
V-Ray Mtl2Sided 

...

3 

...

(tick)
V-Ray BRDFAlSurface

...

...

(tick)
VRayMtl

...

(tick)
V-Ray Material Builder(tick)
V-Ray Material Complex(tick)
V-Ray MaterialOutput(tick)

V-Ray MtlOSL

(tick)
V-Ray

...

BSDFPointParticle

...

(tick)
V-Ray MtlVRayMesh

...

(V-Ray Proxy Material)(tick)
V-Ray BRDFScatterVolume

...

(tick)
V-Ray Stochastic Flakes(tick)
V-Ray BRDFToonMtl

...

(tick)
V-Ray MtlVRmat

...

(tick)
V-Ray BRDFScanned

...

(tick)
V-Ray MtlWrapper

...

(tick)
V-Ray GeomDisplacedMesh

...

(tick)

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File Textures

FeatureSupport
V-Ray TexICC(tick)
V-Ray MetaImageFile(tick)
V-Ray TexLut(tick)
V-Ray TexOCIO(tick)
V-Ray TexOSL(tick)
V-Ray TexPtex(tick)

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Utility Textures

FeatureSupport
V-Ray

...

TexBezierCurve

...

(tick)
V-Ray

...

TexBlend

...

(tick)
V-Ray

...

TexBlendBumpNormal

...

(tick)
V-Ray

...

TexClamp

...

(tick)
V-Ray TexAColor

...

(tick)
V-Ray

...

TexColorAndAlpha

...

(tick)
V-Ray

...

TexAColorChannel

...

(tick)
V-Ray

...

ColorCorrect

...

(tick)
V-Ray

...

TexColorCorrect

...

(tick)
V-Ray

...

ColorCorrection

...

(tick)
V-Ray

...

TexAColorOp

...

(tick)
V-Ray

...

TexColorToFloat

...

(tick)
V-Ray

...

ColorTextureToMono

...

(tick)
V-Ray

...

TexCombineColor

...

(tick)
V-Ray

...

TexCombineFloat

...

(tick)
V-Ray

...

TexCompMax

...

(tick)
V-Ray

...

TexCondition2

...

(tick)
V-Ray

...

TexDistanceBetween

...

(tick)
V-Ray

...

TexFloat

...

(tick)
V-Ray

...

TexFloatOp

...

(tick)
V-Ray

...

TexFloatToColor

...

(tick)
V-Ray

...

TexhairSampler

...

(tick)
V-Ray

...

TexHSVToRGB

...

(tick)
V-Ray

...

TexInt

...

(tick)
V-Ray

...

TexIntToFloat

...

(tick)
V-Ray

...

TexInvert

...

(tick)
V-Ray

...

TexInvertFloat

...

(tick)
V-Ray

...

TexLayeredMax

...

(tick)
V-Ray

...

TexLuminance

...

(tick)
V-Ray

...

TexMaskMax

...

(tick)
V-Ray

...

TexMeshVertexColorChannel

...

(tick)
V-Ray

...

TexMix

...

(tick)
V-Ray

...

TexNormalMapFlip

...

(tick)
V-Ray

...

TexOutput

...

(tick)
V-Ray

...

TexParticleSampler

...

(tick)
V-Ray

...

TexRaySwitch

...

(tick)
V-Ray

...

TexRemap

...

(tick)
V-Ray

...

TexRGBMultiplyMax

...

(tick)
V-Ray

...

TexRGBTintMax

...

(tick)
V-Ray

...

TexRGBToHSV

...

(tick)
V-Ray

...

TexRgbaCombine

...

(tick)
V-Ray

...

TexSampler

...

(tick)
V-Ray

...

TexSetRange

...

(tick)
V-Ray TexTemperature

...

(tick)
V-Ray

...

TransformToTex

...

(tick)
V-Ray TexUserColor

...

(tick)
V-Ray TexUserScalar

...

(tick)
V-Ray TexUserInteger(tick)
V-Ray TexVectorOp(tick)
V-Ray TexVectorProduct(tick)
V-Ray

...

TexVectorToColor

...

(tick)

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Procedural Textures

Feature
Support
V-Ray

...

TexBerconNoise

...

(tick)
V-Ray

...

TexBerconTile

...

(tick)
V-Ray

...

TexBerconWood

...

(tick)
V-Ray

...

TexBulge

...

(tick)
V-Ray

...

TexCellular

...

(tick)
V-Ray

...

TexChecker

...

(tick)
V-Ray

...

TexCurvature

...

(tick)

V-Ray

...

TexDirt

...

(tick)

V-Ray

...

TexDistance

...

(tick)
V-Ray

...

TexEdges

...

(tick)
V-Ray

...

TexFalloff

...

(tick)
V-Ray

...

TexFresnel

...

(tick)
V-Ray

...

TexGradRamp

...

(tick)
V-Ray

...

TexGrid

...

(tick)
V-Ray

...

TexMulti

...

(tick)
V-Ray

...

TexNoise

...

(tick)
V-Ray

...

TexRock

...

(tick)
V-Ray

...

TexSky

...

(tick)
V-Ray

...

TexSmoke

...

(tick)
V-Ray

...

TexSnow

...

(tick)
V-Ray

...

TexSoftbox

...

(tick)
V-Ray

...

TexSpeckle

...

(tick)
V-Ray

...

TexSplat

...

(tick)
V-Ray

...

TexStencil

...

(tick)
V-Ray

...

TexSurfaceLuminance

...

(tick)
V-Ray

...

TexSwirl

...

(tick)

V-Ray TexThickness

...

(tick)
V-Ray

...

TexTiles

...

(tick)
V-Ray TexTriPlanar

...

(tick)
V-Ray

...

TexUVW

...

(tick)
V-Ray

...

TexUVWGenToTexture

...

(tick)
V-Ray

...

TexWater

...

(tick)

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Column
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30%

Cameras

Feature
Support
Camera motion blur

...

 5

...

(tick)

Camera DoF

...

(tick)
Perspective

...

(tick)
VRayPhysicalCamera

...

(tick)
Stereoscopic

...

(tick)

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Environment

Feature
Support
Spherical Mapping

...

(tick)
Mirror ball mapping

...

(tick)
Angular mapping

...

(tick)
Toon shading

...

(tick)
SimpleFog

...

(error)
ScatterFog

...

(error)
EnvironmentFog

...

(tick)

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Texture Baking

Feature
Support

Regular texture baking

...

(tick)

Spherical Harmonics baking

...

(error)

Bake to vertex colors

...

(error)

Bake to Ptex

...

(error)

...

UDIM baking

...

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Distributed Rendering

Feature
Support
Distributed Rendering

...

(tick)
Automatic assets transfer

...

(tick)
Don't use local machine

...

(tick)
Asset cache

...

(error)

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Global Illumination Methods

Feature
Support

...

Brute Force

...

(tick)
Light

...

Cache 6

...

(tick)
Irradiance Map

...

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Mapping

Feature
Support
V-Ray UVWGenObjectBBox(tick)
V-Ray UVWGenChannel(tick)
V-Ray UVWGenMayaPlace2dTexture(tick)
V-Ray UVWGenEnvironment(tick)
V-Ray UVWGenExplicit(tick)
V-Ray UVWGenObject(tick)
V-Ray UVWGenProjection(tick)
V-Ray UVWGenPlanarWorld(tick)

...

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Other

Feature
Support
Additional object properties and attributes

...

(tick)

Global overrides

...

(tick)
Add V-Ray image output to Houdini Render View
panel Instead of using custom Qt widget

...

(error)
Add background rendering to Houdini Render Scheduler

...

...

...

...

...

(error)
VrayStereoRig(tick)

...

VrayLensEffects

...

(tick)
VrayLightMeter

...

(error)

VrayExposureControl

...

(tick)
Antialiasing

...

(tick)

Color mapping

...

(tick)
VFB

...

(tick)
Embree

...

V-Ray custom user attributes

...

(tick)

Render elements

...

Renderable Curves set

...

(tick)
UDIM texture tags

...

(tick)
UVTILE texture tags

...

(error)
Anisotropy

...

(tick)

UVWgen Projections

...

(tick)
(UI issues)

Keep geometry cache

...

(error)

Keep bitmap cache

...

(tick)

Dynamic bucket splitting

...

(tick)

Progressive image sampler

...

(tick)

V-Ray Lights Preview

...

(tick)
V-Ray VolumeGrid(tick)

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Footnotes

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1

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

Anchor
2
2

2 – GPU always uses raytraced multiple scattering for VRayFastSSS2. V-Ray GPU Single Scatter is supported only in None and Simple modes.

Anchor
3
3

3Using 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
4

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.

Anchor
5
5

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. Anchor666 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.

Anchor
767
6

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.

...

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.

Anchor
7
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.

...

8 – IPR GPU does not support the "Multiply by front diffuse" option of the 2SidedMtl.

Anchor999   IPR rendering does not support BRDFAlSurface shader. 

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.

...