By: Chaos Group
V-Ray® for Maya is the preferred rendering engine for the Film & VFX industry. The rendering engine delivers uncompromised stability, interactivity, ease of use and unprecedented speed and the vast multitude of features makes it the premier choice for the discerning professionals.
V-Ray for Maya enables the rendering of even larger scenes with greater complexity and artists can rely on a faster rendering process.
New Features in V-Ray 3.4 for Maya
VARIANCE-BASED ADAPTIVE SAMPLING
Get cleaner renders with better noise detection.
GPU PRODUCTION RENDERING
Render final frames with the speed boost of GPUs.
ATMOSPHERIC PERSPECTIVE + NEW HOSEK SKY
Simulate natural looking skies with realistic atmospheric haze.
Generate perfectly smooth edges at render-time with no extra modeling.
CLIPPER W/ RENDER-TIME BOOLEANS
Create complex cutaways and sections using any mesh object.
Quickly apply seamless textures without UVs.
New Features in V-Ray 3.0 for Maya
Ray Tracing Performance
Optimized Ray Tracing
Through extensive research and development, V-Ray 3.0 for Maya introduces a significantly faster ray tracing core. This speeds up a number of calculations for lighting, shading, GI and more.
Intel® Embree Acceleration
For additional speed gains, V-Ray 3.0 includes an option to enable the Intel® Embree ray caster. Intel® Embree is integrated into the V-Ray core for static and motion-blurred geometry, proxy objects and instances.
Designed at Intel Labs, Embree is specifically engineered to improve the performance of photorealistic rendering.
Cache Geometry and Textures
Scene data and textures can now be cached in between renders. This reduces scene load time and makes iterating even faster.
Dynamic Bucket Splitting
Dynamic Splitting automatically reduces the size of render buckets to maximize the use of multithreaded CPUs.
Progressive Image Sampler
Interactive Lighting and Look Development
V-Ray 3.0 introduces a new Progressive Image Sampler. Fast to set up and easy to control, the Progressive Image Sampler generates quick feedback even with complex features such as Volumetric Effects, Depth of Field, and Motion Blur. This allows artists to fine tune lighting and look development on the fly.
The Progressive Image Sampler supports the full range of production features and is compatible with all of V-Ray's GI solutions including Brute Force, Irradiance Map, and Light Cache.
New in V-Ray 3.0, V-Ray RT CPU / GPU can render directly in the Maya Viewport.
Final Frame Rendering
V-Ray RT CPU / GPU supports final frame rendering and supports animated sequences.
Progressive Image Sampler
V-Ray RT CPU uses the new Progressive Image Sampler and supports a full range of production features, including SSS, hair and fur and volume rendering.
V-Ray RT GPU supports a number of additional shading nodes and Render Elements for compositing.
- Improved render performance
- Motion Blur (transformation & deformation)
- True instanced geometry
- VRay Proxy objects
- Layered materials using VRayBlendMtl
- Texture-mapped area and mesh lights
- Skylight Portals using Simple Mode
Rendering volumetric effects including fluids, fire, smoke and heat haze is faster than ever using the built-in Phoenix FD volume shaders inside V-Ray 3.0. Phoenix FD shaders support rendering of Maya fluids andVRayVolumeGrid objects with direct and indirect illumination, self-shadowing and displacement.
OpenVDB and Field3D Support
Industry standard volume formats including OpenVDB,Field3D, and Phoenix FD can be imported and rendered directly using the VRayVolumeGrid node.*
*Field3D is currently not supported on OS X.
Object-based and Ray Traced SSS
For added detail and realism, V-Ray 3.0 now supports subsurface scattering with object-based and ray traced illumination.
New Skin Shader
V-Ray 3.0 includes a new VRaySkinMtl shader with multi-layered subsurface scattering and reflections.
Hair and Fur
Better Shading and Rendering of Hair and Fur
V-Ray 3.0 optimizes shading and rendering of millions of strands of semi-transparent hair.
Rendering Hair and Fur is now more efficient in V-Ray 3.0.
View-Dependent Tesselation optimizes memory usage by dynamically controlling hair tessellation based on the distance to the camera.
V-Ray 3.0 introduces a new VRayFurStyler tool for basic styling of VRayFur nodes.
Advanced Render Controls
Render Mask allows artists to select a subset of scene nodes to (re)render. V-Ray only renders the pixels defined by the Render Mask object selection or texture map, making it more efficient and precise than traditional render regions.
Trace Sets control which objects are visible to reflections and refractions.
Max Ray Intensity
Max Ray Intensity adds the ability to clamp secondary rays. This is an efficient way to remove noise generated by very bright sources while keeping dynamic range.
GI Texture Filtering
Added an option to use different texture filtering for GI samples. This can significantly reduce memory usage for GI calculations.
Advanced Controls for Parallel Rendering
Distributed Rendering allows artists to use multiple computers working in parallel to render a single image.
V-Ray 3.0 adds the ability to automatically transfer and cache scene assets to each distributed rendering host. This makes it easier to ensure each node is rendering the proper data. Artists can now choose to include or exclude their local machine from distributed rendering and specify a limit to the number of computers used for DR.
Distributed Rendering is supported for V-Ray and V-Ray RT.
V-Ray Frame Buffer
A Better VFB
The V-Ray Frame Buffer includes a number of improvements and shortcuts making it more responsive and user-friendly.
The updated V-Ray Frame Buffer adds controls for White Balance, Hue/ Saturation, and Color Balance.
The V-Ray Frame Buffer supports the following color management profiles:
- LUT (.cube)
- ICC (.icc)
- OpenColorIO (.ocio)
The VFB now includes an option to load a custom background.
Simulate Bloom and Glare effects directly in the VFB.
An update to the popular Mouse Tracking feature allows artists to direct calculations to areas of interest while rendering with Progressive Sampling or V-Ray RT.
Control VFB UI functions through MEL commands.
The V-Ray Frame Buffer is now dockable in the Maya UI, and the History and Color Correction windows can be docked to the main VFB.
For maximum compatibility V-Ray 3.0 supports a number of open standards and formats.
- Alembic 1.5 for data interchange
- GLSL for OpenGL shaders
- OpenColorIO for accurate color management
- OpenEXR 2.2 and Deep Images
- OpenSubdiv including support for creases
- OpenVDB and Field3D for volumes
- OSL for programmable shaders
- Ptex for UV-less workflows
- UDIM and UVTILE for advanced texture workflows
V-Ray 3.0 integrates Pixar's OpenSubdiv for subdivision surfaces and meshes and includes support for creases.
Optimized Subdivision Surfaces
- Optimized memory usage
- True Catmull-Clark subdivision for quad meshes
- Object-space vector displacement
- Cached normals for displaced surfaces
Import Alembic .ABC files using the V-Ray Proxy loader. V-Ray supports Alembic and .vrmesh files containing particles and hair.
V-Ray Proxy Improvements
Optimized import, loading, preview, and rendering of V-Ray Proxy objects.
Open Shading Language [OSL]
Write custom shaders using OSL, an open-source shading language developed for feature film animation and visual effects production by Sony Picture Imageworks.
Load OSL shaders directly through VRayOSLMtl andVRayOSLTex shading nodes.
OpenGL Shading Language [GLSL]
Load GLSL shader definitions using VRayGSLMtl andVRayGLSLTex shading nodes.
GGX Microfacet BRDF
The GGX BRDF type is now available for better rendering of metal surfaces.
The VRayCurvature texture can be used to sample the curvature of an underlying mesh.
VRayDistanceTex is procedural texture that can return a specified color based on a point's distance to an object or group of objects.
The VRayRaySwitchMtl is utility texture capable of returning a specified color or texture when a surface is sampled by different ray types (GI, reflection, refraction, etc.)
The VRaySkinMtl is a dedicated skin shader with layered SSS and reflections.
The VRayTemperature texture allows users to specify a Kelvin temperature or floating point RGB value.
V-Ray 3.0 adds support for isosurfaces from volume grids using the VRayVolumeGrid node.
V-Ray 3.0 adds a new VRayMetaball node for direct ray tracing of isosurfaces from particle systems.
Probabilistic Light Sampling
Optimized Sampling for Scenes with Many Lights
Probabilistic Light Sampling controls the number of lights evaluated at render time. This optimizes rendering calculations for scenes with many lights.
Multiple Texture Baking Options
In addition to Spherical Harmonics V-Ray 3.0 adds multiple options for texture baking, including:
- Baking to Vertex Color Sets
- Baking to Ptex
- Baking to UDIM
- Projection Baking
V-Ray Texture Baking now supports displacement and subdivision surfaces.
XGEN & BIFROST
V-Ray 3.0 adds support for rendering XGen Splines and Archives in Maya 2014.5 and Maya 2015.
Render Bifrost meshes and materials directly in Maya 2015 with V-Ray 3.0.
More V-Ray for Maya Features
POWERFUL CPU RENDERING
Render superior images and animations fast with V-Ray’s highly-optimized and adaptive ray tracing technology.
INCREDIBLY FAST GPU RENDERING
Get an additional speed boost with GPU-accelerated look development and final frame rendering.
Choose from ray traced and hybrid global illumination methods for the perfect balance of quality and speed.
VRSCANS MATERIAL LIBRARY SUPPORT
400+ scanned materials. Import and render directly in V-Ray. Learn more.
Render natural, artificial and image-based lighting with a wide range of light types, shapes and controls.
Create physically-based materials with multiple layers – now with GTR/GGX shading for great looking reflections.
For specialized materials, choose from a collection of purpose-built shaders for subsurface scattering, skin, hair and more.
Simulate any camera and lens with controls for exposure, depth of field and motion blur.
Render VR-ready content for popular headsets like Oculus Rift, HTC Vive and Samsung Gear VR.
Fit massive scenes into memory and cut render times using load-on-demand proxy objects.
Work with multi-resolution tiled textures from top applications MARI, Mudbox and Zbrush.
HAIR & FUR
Render realistic hair with support for Maya hair and fur, XGen, Ornatrix, Shave and a Haircut, and Yeti.
Render optimized volumetric effects and import OpenVDB files from Realflow and Houdini.
Output a complete set of beauty, utility, and matte passes for total control in compositing.
V-RAY FRAME BUFFER
Track render history, fine tune colors, and match final output with advanced color management.
- Support for efficient material layering, quickly render complex materials using the V-Ray Blend material
- Fast Sub-surface scattering shader, V-Ray FastSSS2 material uses a pre-pass to create fast and accurate subsurface scattering effects with support for both single and multiple scattering
- VRayCarPaintMtl, create stunning car paint shaders complete with base, flake and coat layers.
- Support for the Substance textures in Maya 2011.5 and Maya 2012 - use the new V-Ray 2.0 with the Substance textures in Maya 2011.5 and Maya 2012 to create a wide range of procedural shaders for your projects
- VRayToon shader add an amazing cartoon-like feeling to your renderings
- Support for dispersion in refractions for VRayMtl - this option uses the new capabilities for wavelength-dependent raytracing of the V-Ray core and allows you to create stunning close- ups of refractive objects with caustics that dazzle the eye.
- Automatic support for both Mari and Mudbox style tiled textures - V-Ray 2.0 can automatically load the correct texture bitmaps depending on the UV tiles of the rendered object
- Support for rendering of Maya fluids - the new V-Ray 2.0 recognizes and renders Maya fluids directly, with full support for GI and light scattering inside the volume
- Ptex textures with V-Ray 2.0 you can stop worrying about UV coordinates and use PTex textures.
- Physically accurate lights creates realistic illumination using physically based lights, including IES lights and true area lights with support for texture mapping.
- Efficient illumination from HDR environments create accurate IBL solutions with sharp shadows at a fraction of the usual render time
- Lens distortion through Nuke displacement maps the VRay Physical Camera can use displacement maps from Nuke to completely match the distortion of your real camera
- Support for the Maya stereo camera in batch render mode render your stereoscopic animations with V-Ray 2.0 and Maya batch render mode
- Option to turn off camera motion blur V-Ray 2.0 gives you a separate control to enable or disable the motion blur coming from the movement of the camera
- Shutter efficiency for motion blur renders more realistic motion blur with manual control over the camera shutter efficiency
- Support for additional render elements have full control in compositing by separating the render into render elements
- Output of multi-channel scanline OpenEXR files with data-window removes the need to manually convert the multichannel OpenEXR files produced by V-Ray to scanline-based OpenEXR files for efficient processing by compositing applications
- VRayLightSelect Render Element extract the contribution of each light to the scene and compose all the lights back together and change their intensity in real time in any compositing software.
- Ultimate resolution of any issues caused by Distributed Rendering, the new VRayDRBucket render element enables you to identify which render slave rendered each bucket
- Depth of field with bokeh effects to create fast and accurate physically based depth of field effects using the V-Ray Physical camera
- Accurate motion blur for efficient and accurate physically based true 3D motion blur effects using the V-Ray Physical camera
- Python callback for access to and modification of the translated V-Ray scene before rendering. This powerful feature allows you to directly modify the V-Ray scene before rendering to fit V-Ray seamlessly into your production pipeline
- Support for .vrscene output for rendering with V-Ray Standalone
- Dynamic loading of tiled OpenEXR to load tiled OpenEXRs on the fly with the help of the new and improved VRayHDRI texture
- On-demand geometry loading from the disk to use V-Ray Proxy to render millions of polygons at maximum memory efficiency by storing the geometry on the hard drive
- Displacement mapping for precisely control the displacement on a per object basis with the V-Ray Displacement Extra Attributes
- Faster rendering of dynamic geometry (displacement, fur, proxies, hair etc) - new internal optimizations have led to even faster rendering of dynamic geometry like displacement, proxies, fur and hair, etc
- Faster rendering of subdivision surfaces, VRayFur and Maya hair - the new improved core of V-Ray 2.0 can render VRayFur, Maya hair and render-time subdivision surfaces much faster
- The ply2vrmesh tool can convert RealFlow .bin files to .vrmesh files - with the new version of the ply2mesh tool V-Ray 2.0 users can render very large RealFlow simulations as VRayProxy objects with significantly improved memory efficiency
- Extended irradiance map viewer tool - allows the incremental merge of irradiance map files to avoid redundant information; preview of light cache files; manual deletion of unwanted samples, and usage of OpenGL display lists for more interactivity
- Multi-platform object-oriented API
- Fully multithreaded core
- Unified sampling system based on Schlick sampling
- Distributed rendering - (10) Render Nodes per license of V-Ray for Maya
- Efficient shading system specifically optimized for raytracing
- Modular architecture - many components of the system can be replaced with custom ones
- Efficient geometry handling
- True instance rendering
- On-demand dynamic geometry creation (.vrmesh files, converter for .OBJ, .PLY, .GEO files included)
- On-demand geometry loading from disk files
- Displacement mapping
- Catmull-Clark and Loop subdivision surfaces
- Extensible with custom geometric primitives through the V-Ray SDK
- Particle rendering & particle instancer
- Three different image sampling methods
- Full-scene anti-aliasing
- Progressive path tracing
- Support for additional render elements (diffuse, reflection, GI, etc)
- Advanced color (tone) mapping controls
- Extensible with custom image samplers through the V-Ray SDK
- Physically accurate full global illumination solutions
- Different GI algorithms: path tracing, irradiance cache, photon maps, light cache
- Reusable GI solutions for accelerated rendering of walk-through animations and animations with dynamic objects
- Physically accurate area lights
- Efficient illumination from HDR environments
- Procedural sun & sky models
- Extensible with custom lights through the V-Ray SDK
- Physically plausible materials
- Blurry reflections/refractions
- Accurate highlights
- Set of fast Sub-surface scattering shaders
- Support for efficient material layering
- Extensible with custom shaders through the V-Ray SDK
- Depth-of-field with bokeh effects
- Accurate motion blur
- Physical camera model
- Extensible with custom cameras through the V-Ray SDK
- Extended matte/shadow capabilities
- Texture baking of any render element (GI, lighting, etc)
- V-Ray specific frame buffer with integrated color corrections and display of multiple rendering elements
- Direct rendering to disk for extremely large images, either as OpenEXR files or as .vrimg files
- V-Ray supports DR. It divides the frame into regions and spreads them across the participants in the distributed rendering. This is done completely through TCP/IP protocol which is the standard protocol of the Internet and thus the most common protocol that is supported by the hardware. V-Ray itself does not need additional file or directory sharing (note that you may actually need some file/directory sharing for the bitmaps or other additional files used during rendering). The distribution management is divided into Render Clients and Render Servers.
- The render client is the computer that the user is currently using and from which the rendering is started. It divides the frame into rendering regions and spreads it across the Render Servers. It distributes data to the render servers for processing and collects the results.
- A render server is a computer that is part of the so-called render farm - it requests render data from the render client, processes it and sends the result back.
- Every render server must have all the plugins and texture maps in their proper directories loaded so that the scene you are sending will not cause them to abort. For example having a PHOENIX plugin used in the scene will cause a server failure in any of the servers that do not have the PHOENIX plugin installed. If you have mapped your object with a file named JUNGLEMAP.JPG and you do not have that map in the BITMAPS directories of the render server installation - you will get bucket rendered at that machine as if the map was turned off, unless you also turned on the Check for missing files option in the V-Ray System rollout, in which case the render server will refuse to render the scene.
- When you cancel a DR rendering, it may take some time for the render servers to finish working and they may not be immediately available for another render.
Default lights are not supported in DR mode and will not render. If you need any lighting in the scene, you should add it explicitly.
Specifications & Licensing
- • A SSE2- capable processor (Intel Pentium IV or later);
- • 2 GB RAM minimum;
- • A supported operating system:
- • Microsoft® Windows® XP Professional (SP2 or higher), 32-bit or 64-bit versions;
- • Microsoft® Windows Vista® Business (SP1 or higher), 32-bit or 64-bit versions;
- • Microsoft® Windows 7® or later: 32-bit or 64-bit;
- • Fedora™ or compatible distributions;
- • Red Hat® Enterprise Linux® 5.3 WS (64-bit);
- • Apple® Mac OS® X 10.4.9 or higher for CPU rendering;
- • Apple® Mac OS® X 10.6.5 or higher for CPU and GPU rendering;
- Maya 2013
- Maya 2014
- Maya 2015
- Maya 2016
- Maya 2017
VRay uses the WIBU licensing system for it's floating licenses which are tied to a hardware dongle. The dongle contains information about the number of available licenses. You can attach more than one dongle to the same machine to increase the number of available licenses. Before using the dongle, you must install a driver for accessing it. A single dongle may have multiple versions of VRay, and you can run more than one VRay server on your network.
In order for the licensing to work, the computer must have TCP/IP installed properly. Please note, however, that currently IPv6 is not supported and must be completely removed.
Contact RFX for details.
Upgrades / Support
Chaos Group offers the following upgrades and support options:
- Upgrade from previous versions
RFX is available for all your support needs.
- Chaos Group provides free software support electronically
- Support forums and online documentation are also available
Contact RFX for details.
V-ray is compatible with the following applications:
- Autodesk 3ds Max
- Autodesk Maya
- Chaos Group PFPlayer
- Chaos Group Phoenix
- Chaos Group V-ray RT
- Google Sketchup
- McNeel Rhino
Training / Resources
Go to the Chaos Group Forum for tips, FAQ's and tutorials
V-Ray for 3ds Max Help Index
V-Ray for Maya Help Index
Chaos Group provides innovative rendering solutions for the media, entertainment, and design industries. For over a decade the flagship rendering software, V-Ray®, has set the standard for speed, quality, reliability and ease of use, and it has become the rendering engine of choice for renowned international studios. The company proudly supports the 3D community through a suite of software solutions: V-Ray® for Autodesk® 3ds Max®, V-Ray® for Autodesk® Maya®, V-Ray® for Autodesk® Softimage®, V-Ray® for Rhino®, V-Ray® for SketchUp®, Phoenix FD™ for Autodesk® 3ds Max®, Phoenix FD™ for Autodesk® Maya®, and Pdplayer™.