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This page provides information on supported features in V-Ray for Houdini.

 

Overview


These features are supported by CPU and GPU rendering in Houdini for Production and IPR modes. In Houdini, IPR on the CPU is the same as Production rendering on the CPU when using the Progressive image sampler. Note that in IPR mode, both CPU and GPU uses Brute Force for both primary and secondary. In addition, Brute Force GI and Light Cache 3  are available for GPU in Production mode. Production rendering on the CPU supports all available GI engines.

 

Limitations


GPU in Production mode does not support Distributed Rendering.

 

Supported Features



Geometry

FeatureSupport

Poly primitives as triangle mesh

Polysoup primitives as triangle mesh

Triangle fan primitives as triangle mesh

Triangle strip primitives as triangle mesh

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

FeatureSupport
Lights textures

Skylight portals

V-Ray Direct light

V-Ray Spot light

V-Ray IES light

V-Ray Sphere light

V-Ray Dome light

V-Ray Mesh light

V-Ray Sun

V-Ray Ambient light

V-Ray Omni 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 6 
V-Ray BRDFAlSurface7
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 TexICC
V-Ray MetaImageFile
V-Ray TexLut
V-Ray TexOCIO
V-Ray TexOSL
V-Ray TexPtex

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Procedural Textures

FeatureSupport
V-Ray TexBerconNoise
V-Ray TexBerconTile
V-Ray TexBerconWood
V-Ray TexBulge
V-Ray TexCellular
V-Ray TexChecker
V-Ray TexCurvature

V-Ray TexDirt

V-Ray TexDistance

V-Ray TexEdges
V-Ray TexFalloff
V-Ray TexFresnel
V-Ray TexGradRamp
V-Ray TexGrid
V-Ray TexMulti
V-Ray TexNoise
V-Ray TexRock
V-Ray TexSky
V-Ray TexSmoke
V-Ray TexSnow
V-Ray TexSoftbox
V-Ray TexSpeckle
V-Ray TexSplat
V-Ray TexStencil
V-Ray TexSurfaceLuminance
V-Ray TexSwirl

V-Ray TexThickness

V-Ray TexTiles
V-Ray TexTriPlanar
V-Ray TexUVW
V-Ray TexUVWGenToTexture
V-Ray TexWater

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Utility Textures

FeatureSupport
V-Ray TexBezierCurve
V-Ray TexBlend
V-Ray TexBlendBumpNormal
V-Ray TexClamp
V-Ray TexAColor
V-Ray TexColorAndAlpha
V-Ray TexAColorChannel
V-Ray ColorCorrect
V-Ray TexColorCorrect
V-Ray ColorCorrection
V-Ray TexAColorOp
V-Ray TexColorToFloat
V-Ray ColorTextureToMono
V-Ray TexCombineColor
V-Ray TexCombineFloat
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 TexUserScalar
V-Ray TexUserInteger
V-Ray TexVectorOp
V-Ray TexVectorProduct
V-Ray TexVectorToColor

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Cameras

FeatureSupport
Camera motion blur 5

Camera DoF
Perspective
VRayPhysicalCamera
Stereoscopic

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Environment

FeatureSupport
Spherical Mapping
Mirror ball mapping
Angular mapping
Toon shading
SimpleFog
ScatterFog
EnvironmentFog

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Texture Baking

FeatureSupport

Regular texture baking

Spherical Harmonics baking

Bake to vertex colors

Bake to Ptex

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Distributed Rendering

FeatureSupport
Distributed Rendering
Automatic assets transfer
Don't use local machine
Asset cache

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Global Illumination Methods

FeatureSupport
Brute Force
Light Cache 3
Irradiance Map 4

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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
VRayShadow

VrayShadowMap
VrayStereoRig
VrayLensEffects
VrayLightMeter

VrayExposureControl

Antialiasing

Color mapping

VFB
Embree

Render elements

UDIM texture tags
UVTILE texture tags
Anisotropy

UVWgen Projections


(UI issues)

Keep geometry cache

Keep bitmap cache

Dynamic bucket splitting

Progressive image sampler

V-Ray Lights Preview
V-Ray VolumeGrid

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Footnotes



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

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

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.

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.

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.

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

7   IPR rendering does not support BRDFAlSurface shader. 

Notes


  • 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.