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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

(as GeomMayaHair)
FeatureSupport

Poly primitives as triangle mesh

Polysoup primitives as triangle mesh

Triangle fan primitives as triangle mesh

Triangle strip primitives as triangle mesh

Poly lines


(as GeomMayaHair)

Bezier curves


(as GeomMayaHair)

NURBS curves

NURBS surfaces

Perfect circle

Perfect sphere

Perfect tube primitives

V-Ray infinite plane

Metaball primitives

MetaSQuad primitives

Particles

VDB primitives

Houdini Volume primitives

Packed geometry primitives

Packed disk primitives (.bgeo, bhclassic)

Packed fragment primitives

Packed crowd agent primitives

V-Ray proxy

Fur/hair

V-Ray fur

V-Ray clipper

Subdivision

Displacement1

Houdini Instancer

OpenSubdiv
N/A

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Lights


(only point, rectangle, sphere, and sun)Photometric lightsAmbient
FeatureSupport

Standard lights

Lights textures
(UI issues)

Skylight portals

V-Ray direct Direct light

V-Ray spot Spot light

V-Ray IES light

V-Ray sphere Sphere light

V-Ray dome Dome light

(UI and viewport display issues)

V-Ray area Mesh light

V-Ray mesh lightSun

V-Ray sunAmbient light

V-Ray geo sunOmni light
V-Ray Rectangle light

Image Based Lighting


(as V-Ray dome light)

Light linking

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Materials

 
FeatureSupport
V-Ray BRDFLayered
V-Ray BRDFBump
V-Ray BRDFCarPaint
V-Ray BRDFHair
V-Ray BRDFHair3 
V-Ray BRDFLight
V-Ray MtlMaterialID
V-Ray MtlMulti
V-Ray MtlOverride
V-Ray MtlRenderStats
V-Ray MtlRoundEdges 
V-Ray MtlSingleBRDF
V-Ray BRDFSkinComplex
V-Ray BRDFSSS2Complex 2
V-Ray Mtl2Sided 86 
V-Ray BRDFAlSurface97
VRayMtl
V-Ray Material Builder
V-Ray Material Complex
V-Ray MaterialOutput

V-Ray MtlOSL

V-Ray BSDFPointParticle
V-Ray MtlVRayMesh
(V-Ray Proxy Material)
V-Ray BRDFScatterVolume
V-Ray Stochastic Flakes
V-Ray BRDFToonMtl
V-Ray MtlVRmat
V-Ray BRDFScanned
V-Ray MtlWrapper
V-Ray GeomDisplacedMesh

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File Textures

FeatureSupport
V-Ray
TexBlend
TexICC
V-Ray
TexBulge
MetaImageFile
V-Ray
TexCellular
TexLut
 
V-Ray
TexChecker
TexOCIO
V-Ray
TexAColor
TexOSL
V-Ray
TexAColorOp
TexPtex

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Procedural Textures

FeatureSupport
V-Ray
TexColorToFloat
TexBerconNoise
V-Ray
TexCombineColor
TexBulge
V-Ray
TexCombineFloat
TexCellular
V-Ray
TexCompMax
TexChecker
V-Ray TexCurvature

V-Ray TexDirt

V-Ray TexDistance

V-Ray TexEdges
V-Ray TexFalloff
V-Ray
TexFloatOp
TexFresnel
V-Ray
TexFloatToColor
TexGradRamp
 
V-Ray
TexFresnel
TexGrid
V-Ray
TexGradRamp
TexMulti
V-Ray
TexGrid
TexNoise
V-Ray
TexHairSampler
TexRock
V-Ray
MetaImageFile
TexSky
V-Ray
TexInvert
TexSmoke
 
V-Ray
TexLayeredMax
TexSnow
V-Ray
TexMaskMax
TexSoftbox
V-Ray
TexMeshVertexColorChannel
TexSpeckle
V-Ray
TexMix
TexSplat
V-Ray
TexNoise
TexStencil
V-Ray
TexOSL
TexSurfaceLuminance
V-Ray
TexOutput
TexSwirl

V-Ray

TexPtex

TexThickness

V-Ray
TexRemap
TexTiles
V-Ray
TexRgbaCombine
TexTriPlanar
V-Ray TexUVW
V-Ray
TexRock
TexUVWGenToTexture
V-Ray
TexSampler
TexWater

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Utility Textures

FeatureSupport
V-Ray
TexSky
TexBezierCurve
V-Ray
TexSmoke
TexBlend
 
V-Ray
TexSnow
TexBlendBumpNormal
V-Ray
TexSoftbox
TexClamp
V-Ray
TexSpeckle
TexAColor
V-Ray
TexSplat
TexColorAndAlpha
V-Ray
TexStencil
TexAColorChannel
V-Ray
TexSwirl
ColorCorrect
V-Ray
TexTemperature
TexColorCorrect
V-Ray
TexTiles
ColorCorrection
V-Ray
TexUserColor
TexAColorOp
V-Ray
TexUserScalar
TexColorToFloat
V-Ray
TexWater
ColorTextureToMono

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Utility Textures

Support TexAColorChannel  TexBezierCurve  TexBlendBumpNormal  TexClamp  TexColorAndAlpha  ColorCorrect  ColorCorrection  ColorTextureToMono  TexCondition2  TexDistanceBetween  TexFloat  TexHSVToRGB  TexICC TexInt  TexIntToFloat  TexInvertFloat  TexLuminance  TexLUT TexMulti  TexNormalMapFlip  TexOCIO TexRaySwitch     TexThickness   TexUVW  TexUVWGenToTexture 
V-Ray TexCombineColor
V-Ray TexCombineFloatFeature
V-Ray TexCompMax
V-Ray TexCondition2
V-Ray TexDistanceBetween
V-Ray TexFloat
V-Ray TexFloatOp
V-Ray TexFloatToColor
V-Ray TexhairSampler
V-Ray TexHSVToRGB
V-Ray TexInt
V-Ray TexIntToFloat
V-Ray TexInvert
V-Ray TexInvertFloat
V-Ray TexLayeredMax
V-Ray TexLuminance
V-Ray TexMaskMax
V-Ray TexMeshVertexColorChannel
V-Ray TexMix
V-Ray TexNormalMapFlip
V-Ray TexOutput
V-Ray TexParticleSampler
V-Ray TexRaySwitch
V-Ray TexRemap
V-Ray TexRGBMultiplyMax
V-Ray TexRGBTintMax
V-Ray TexRGBToHSV
V-Ray TexRgbaCombine
V-Ray TexSampler
V-Ray TexSetRange
V-Ray TexTemperature
V-Ray TransformToTex
V-Ray TexUserColor
V-Ray TexTriPlanarTexUserScalar
V-Ray TexUserInteger 
V-Ray TexVectorOp
V-Ray TexVectorProduct
V-Ray TexVectorToColor

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Cameras

FeatureSupport
Camera motion blur 6 5

Camera DoF
Perspective
VRayPhysicalCamera
Stereoscopic

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FeatureSupport

Regular texture baking

Spherical Harmonics baking

Bake to vertex colors

Bake to Ptex

UDIM baking

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Distributed Rendering

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Global Illumination Methods

FeatureSupport
BDPT
Brute Force
Light Cache 3
✓ 
Irradiance Map4
Global Photon Map 5

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Mapping

FeatureSupport
V-Ray UVWGenObjectBBox
V-Ray UVWGenChannel
V-Ray UVWGenMayaPlace2dTexture
V-Ray UVWGenEnvironment
V-Ray UVWGenExplicit
V-Ray UVWGenObject
V-Ray UVWGenProjection
V-Ray UVWGenPlanarWorld

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Other

FeatureSupport
Additional object properties and attributes

Global overrides
Add V-Ray image output to Houdini Render View
panel Instead of using custom Qt widget
Add background rendering to Houdini Render Scheduler
Add V-Ray material preview
Render channels linking
VRayShadow

VrayShadowMap
VrayStereoRig
VrayLensEffects
VrayLightMeter

VrayExposureControl

Antialiasing

Color mapping

VFB(UI issues)
Embree

Render elements

PARTIAL

Renderable Curves set

V-Ray custom user attributes

UDIM texture tags
UVTILE texture tags
Anisotropy

UVWgen Projections


(UI issues)

Keep geometry cache

Keep bitmap cache

Dynamic bucket splitting

Progressive image sampler

(UI issues)

V-Ray Lights Preview
V-Ray VolumeGrid

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Footnotes

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

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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  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 IPR mode, Brute Force is used as the primary and secondary engines for both GPU and CPU. Anchor555 – 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.

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6

6 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. Anchor777 – 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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8 6  IPR GPU does not support the "Multiply by front diffuse" option of the 2SidedMtl.

Anchor
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9

97   IPR rendering does not support BRDFAlSurface shader. 

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