This page provides a table of features supported in CPU and GPU rendering with V-Ray in SketchUp.
Page Contents
Overview
These features are supported by V-Ray in SketchUp for Interactive and Non-Interactive rendering modes. When GPU is turned off, V-Ray will use the CPU to perform its calculations.
Note that, GPU refers to V-Ray CUDA-based engine. It can run on Fermi-, Kepler-, Maxwell- and Pascal- based NVIDIA cards as well as CPUs. For more information on Hybrid Rendering, see Renderer page.
Supported Features
Main Render features
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Interactive rendering | ✓ | ✓ |
Progressive image sampler | ✓ | ✓ |
Bucket image sampler | ✓ | – |
Resumable rendering | – | – |
V-Ray Denoiser | ✓ | ✓ |
Viewport rendering (VPR) | ✓ | ✓ |
Viewport region rendering | ✓ | ✓ |
Batch rendering | ✓ | ✓ |
Cloud rendering | ✓ | ✓ |
Batch render in Cloud | – | – |
Distributed rendering via Swarm | ✓ | ✓ |
Cameras
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Motion blur (transformation+deformation) 1 | ✓ | ✓ |
Camera motion blur 1 | ✓ | ✓ |
Camera DoF | ✓ | ✓ |
VRayPhysicalCamera | ✓ | ✓ |
Stereoscopic | ✓ | – |
Environment Mapping
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Spherical Mapping | ✓ | ✓ |
Mirror ball mapping | – | – |
Angular mapping | – | – |
Toon Shading | ✓ | – |
Color/Texture Multipliers | ✓ | ✓ |
Geometry
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Triangle meshes | ✓ | ✓ |
VRayProxy | ✓ | ✓ |
Alembic via proxy | ✓ | ✓ |
Subdivisions | ✓ | ✓ |
Displacement 2 | ✓ | ✓ |
VRayFur | ✓ | ✓ |
Infinite plane | ✓ | ✓ |
VRayClipper | ✓ | PARTIAL (Only Section Plane) |
V-Ray Scene | ✓ | ✓ |
Global Illumination Methods
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Brute Force | ✓ | ✓ |
Light Cache | ✓ | ✓ |
Irradiance Map | ✓ | – |
Lights
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Lights textures | ✓ | ✓ (Mesh Light Textures not supported) |
Skylight portals | ✓ | ✓ |
V-Ray Lights | ✓ | ✓ |
Standard Lights | ✓ | ✓ |
Photometric Lights | ✓ | ✓ |
Image based lighting | ✓ | ✓ |
Materials
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
VRayBlendMtl | ✓ | ✓ (without additive mode) |
VRayCarPaintMtl | ✓ | ✓ |
VRayLightMtl (without direct illumination) | ✓ | ✓ |
VRayMtl | ✓ | ✓ Dispersion and Translucency) |
VRayOverrideMtl | ✓ | ✓ |
VRay2SidedMtl | ✓ | PARTIAL (without Multiply By Front diffuse) |
VRayMtlWrapper | ✓ | PARTIAL |
VRayFastSSS2 (raytraced) | ✓ | PARTIAL5 |
VRayBumpMtl | ✓ | ✓ |
BRDFScanned | ✓ | – |
Textures
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Bitmap | ✓ | ✓ |
Cellular | ✓ | – |
Checker | ✓ | ✓ |
Color Correction | ✓ | ✓ |
Falloff 2 | ✓ | ✓ |
Marble | ✓ | ✓ |
Mask | ✓ | ✓ |
Mix | ✓ | ✓ (as procedural) |
Noise | ✓ | ✓ (as procedural) |
Output | ✓ | ✓ |
Perlin Marble | – | ✓ |
RGB Multiply | ✓ | – |
RGB Tint | ✓ | – |
Smoke | ✓ | ✓ |
Speckle | ✓ | ✓ |
Splat | ✓ | ✓ |
Stucco | ✓ | ✓ |
TexFresnel | ✓ | ✓ |
Tiles | ✓ | ✓ |
Vertex Color | ✓ | ✓ |
Waves | – | – |
Wood | – | – |
VRayHDRI | ✓ | ✓ |
VRaySky | ✓ | ✓ |
VRayDirt 3 | ✓ | ✓ |
VRayColor | ✓ | ✓ |
VRayColor2Bump | ✓ | ✓ |
VRayNormalMap | ✓ | ✓ |
VRayEdges | ✓ | – |
VRayMultiSubTex 3 | ✓ | ✓ |
VRayCurvature | ✓ | – |
VRayTriPlanar | ✓ | ✓ |
Other
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
VRayLensEffects (VFB) | ✓ | ✓ |
Antialiasing | ✓ | ✓ |
Adaptive Lights | ✓ | ✓ |
VFB | ✓ | ✓ |
Render Elements 4 | ✓ | ✓ |
Anisotropy | ✓ | ✓ |
Aerial Perspective | ✓ | ✓ |
Environment Fog | ✓ | – |
3rd-party plugins
Feature | V-Ray CPU | V-Ray GPU |
---|---|---|
Skatter | ✓ | ✓ |
Cloud support for Skatter | ✓ | ✓ |
Laubwerk | ✓ | ✓ |
Cloud support for Laubwerk | ✓ | ✓ |
Archvision RPC | ✓ | ✓ |
Cloud support for Archvision RPC | ✓ | ✓ |
Footnotes
1 – Displacement results between CPU and GPU rendering may differ slightly because of Pre-tessellation and Cache Normal settings.
2 – Only some procedural textures are supported by V-Ray CUDA renderer when used for Bump mapping (f.e. noise and mix maps are supported).
3 – These plug-ins are only partially supported on CUDA.
4 – For now only Lighting, GI, Reflection, Refraction, Bump Normals, Self Illumination, Diffuse Filter, Reflection Filter, Refraction Filter, Specular, ZDepth, Normals, Multi Matte and Light Select (GI, reflection, and refraction included) are supported.
5 – Interactive GPU always uses raytraced multiple scattering. It does not support raytraced (solid) and raytraced (refractive) settings.
Additional Notes
- CUDA engine supports map channels from 0 to 15.
- CUDA engine only supports normal maps in tangent space.
- GPU OpenCL rendering mode is currently not supported.