This page provides general information about the Mesh sub-section of the Rendering tab of the V-Ray Volumetric Grid.

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The options for this rollout are accessible when the Render Mode is set to MeshOcean Mesh, or Cap Mesh.





Mesh Type | rendMeshType – Specifies the type of mesh to render.

Static Mesh
Dynamic Mesh
Maya Mesh (not suitable for Ocean)

Ocean Level | rendOcean – Generates an infinite ocean plane, starting at the boundaries of the grid. Used with the Ocean Mesh and Cap Mesh rendering modes. Specifies the water level as a percentage of the total grid height. The Ocean Level should remain constant and should not be animated for the duration of the render sequence.

Ocean Subdivisions | rendMeshSubdiv – Used with the Ocean Mesh and Cap Mesh rendering modes. When generating the far areas of the surface, this determines how many vertices are generated for each pixel of the image. Like with V-Ray subdivisions, the square of the parameter value is used. For example, if you increase the subdivisions twice, the vertices count grows four times. For more information, see the Ocean Subdivisions example below.

Increasing the Ocean Subdivisions may dramatically increase the amount of consumed RAM.

Horizon Roughness | rendOceanHorizRough – Controls the roughness of the distant ocean surface near the horizon. Adds more detail to the waves, which is especially helpful when using a highly reflective material for the ocean surface. Increasing this value can potentially produce visible noise when rendering an animation. To counter this effect, increase the Ocean Subdivisions parameter.

Off-Screen Margin (%) | rendOceanExtraMargin – The ocean is generated only in the camera view, which can lead to problems when using camera motion blur, using reflections, or when the ocean casts shadows on objects underwater. This option allows you to extend the ocean further from the borders of the camera view in order to solve such issues. The value is a percentage of the image size.

Pure Ocean | rendPureOcean – Creates a flat ocean surface up to the Ocean Level height. It does not need loaded caches and if there are any, it ignores their content, so no simulation details show. Thus changing frames and generating the ocean surface is very quick. This allows you to preview the behavior of the Phoenix Ocean Texture when Displacement is enabled. The option is available for both preview and rendering in Ocean Mesh or Cap Mesh modes. During preview, it requires the Show Mesh option to be enabled in the Preview tab.

Mesh Smoothness | rendSmoothMesh – Used when Mode is set to MeshOcean Mesh, or Cap Mesh to reduce the roughness of the mesh. The larger the value, the slower the mesh builds.

Use Liquid Particles for Smoothing | rendSmothUsePrt – Enables the use of FLIP Liquid particles in order to improve the mesh smoothing and reduce flickering. Only works with Phoenix FD .aur files.

Smoothing Particle Size | rendSmoothPrtSz – When Use Liquid Particles for Smoothing is enabled, this specifies the size of the FLIP Liquid particles.

Velocity Color Set | rendMayaMeshVelSet – You can use this field to control the name of the color set with vertex velocities that will be needed for rendering the mesh with motion blur. For example, VRayProxy in Maya looks for a color set named 'v' or 'velocity'. Unlike VRayProxy, in order to get motion blur rendering of the Maya Mesh or an imported Alembic, you have to manually put the name of the color set into the Mesh Shape → Mesh Controls → Motion Vector Color Set field. In order to export the mesh as Alembic with included velocity, make sure to enable Write Color Sets in the Advanced Options of the Alembic Export window.



Example: Ocean Subdivisions


Ocean Subdivisions = 2


Ocean Subdivisions = 8