V-Ray for MODO seamlessly integrates production-proven rendering capabilities into MODO's native workflow. Choose between multicore CPU and GPU-accelerated rendering for complete creative control and fast results. Built to handle the toughest projects and biggest scenes, V-Ray for MODO will fit into any production pipeline. See why top artists and designers rely on V-Ray every day to create award-winning designs and visual effects.
- Powerful CPU rendering
Render photoreal images and animations with V-Ray's highly-optimized, adaptive ray tracing technology.
- Incredibly fast GPU rendering
Get an added speed boost with GPU-accelerated look development and final frame rendering.
- Distributed rendering
Leverage the full power of multiple computers working together to render a single frame.
- V-Ray Denoiser
Automatically remove noise and cut render times by up to 50%.
- Global Illumination
Choose from ray traced or hybrid GI methods for the right balance of quality and speed.
- Accurate lights
Render accurate and artistic lighting with a wide range of light types, shapes and controls.
- Physical materials
Create node-based physical materials with multiple layers, and add GTR/ GGX highlights for great looking reflections.
- Unique shaders
For specialized materials, choose from a selection of purpose-built shaders for car paint, subsurface scattering, hair, skin and more.
- Ray traced rounded corners
Generate perfectly smooth edges at render-time with no extra modeling.
- Triplanar mapping
Quickly apply seamless textures without UVs.
- Photoreal cameras
Simulate any camera and lens with controls for exposure, depth of field and motion blur.
- Virtual Reality
Render VR-ready content for popular virtual reality headsets.
- Proxy objects
Fit massive scenes in memory and cut render times using load-on-demand proxy objects.
- V-Ray scene exchange
Import ready-to-render V-Ray scene files exported from V-Ray for 3ds Max.
- Hair & fur
Import Alembic hair and fur as proxy geometry and render using V-Ray's optimized hair shader.
- V-Ray Clipper
Create complex cutaways and sections by subtracting any mesh object.
- Volume rendering
Render optimized volumetric effects and import OpenVDB files from Realflow and Houdini.
- Render elements
Output a complete set of beauty, utility and matte passes for total control in compositing - including deep compositing.
- V-Ray Frame Buffer
Track render history, adjust colors and control final image output using advanced color management.
Release Date: 3/21/2018
- Support for the MODO 12 series;
- Added the ability to bake to Ptx textures or .vrmesh point clouds;
- Render Elements
- Added the "Cryptomatte" render element;
- Added "Multi Matte" RE;
- Added V-Ray Additional Outputs item with the following render elements: "Atmospheric Effects", "Background", "Caustics", "Coverage", "Material ID", "Object ID", "Raw Diffuse Filter", "Raw Reflection", "Raw Reflection Filter", "Raw Refraction", "Raw Refraction Filter", "Raw Shadow", "Render ID", "Shadow" and "Toon"
- RT GPU
- Now allows hybrid rendering ( CPU + GPU );
- Added CUDA device selection in the V-Ray Preferences;
- V-Ray Geometry
- Added V-Ray Fur geometry item;
- Added V-Ray Infinite Plane geometry item;
- V-Ray Materials
- Added V-Ray scanned material (VRscans);
- Support for the "Spherical VR" projection type;
- Support for animation and motion blur on the geometry exported using the Render Cache, e.g. MODO Fur;
- Exposed the user-friendly license error messages that are implemented in the 3.6 core;
- Added the Double Sided option in the V-Ray Light Settings for the Area light;
- Render Settings
- Switched to using Embree for hair by default;
- Exposed the "Mode", "Use GPU acceleration" and "Generate Render Elements" denoiser parameters in the Properties viewport;
- Use the JPEG quality, PNG compression level and OpenEXR compression type and level from MODO's Image I/O preferences when auto-saving images after a render;
- The Mitchell-Netravali filter size is now fixed at 4 pixels;
- Print what host application was used to export a .vrscene file;
- Modo Textures
- The process texture's value channel now affects scalar effects (in MODO 11.2 and later);
- Image map: Added support for the "brightness", "contrast" and "clamp" channels introduced in MODO 11.2;
- Gradient: Support for Input Parameter -> Particle Effects -> Particle ID;
- Render Elements
- Ambient Occlusion: Introduced separate V-Ray Subdivs which ignore the global "Use Local Subdivs" option and work per AA sample;
- Added the "Full" mode to the V-Ray Light Select render element;
- Added a command for automatically assigning multi matte or object IDs;
- Render Mask
- When rendering an animation using V-Ray Standalone with a Render Mask enabled, the VFB image is now cleared between frames;
- Render with V-Ray Standalone
- Added an option to render all passes from a pass group;
- Added a preference for choosing the default image format for the file save dialog that opens when "Choose output image" is checked in one of the Render commands;
- Texture locators using "front projection" are now properly updated in RT, this includes changing the projection camera or its channels;
- When the render region is changed/enabled/disabled do not start rendering from scratch, instead reuse already calculated samples;
- Enhance Region: Preserve the region when restarting RT using the vray.rt.restart command or when a change requiring complete restart is made (e.g. changing Render Cache mode);
- The select items and select materials options in the VFB right click menu should be saved as global MODO preferences;
- RT GPU
- Texture Locator: Support for the "Front Projection" projection type;
- When a texture locator's UV map is set to "(none)", the first available UV map should be used like in the CPU renderer;
- Support for the "Consider same object only" option of the V-Ray Dirt texture;
- Shader Tree
- Handle layer mask below another layer mask;
- "Blend mode" and "Opacity" now work for layer masks;
- Support for the "Rounded Edge Width" texture effect introduced in MODO 10.2;
- Texture Locator
- Support for the "Front Culling" option (CPU only);
- All VFB browse dialogs should remember the last used folder;
- V-Ray Atmospheres
- Added the "primary visibility" option to the V-Ray Aerial Perspective UI;
- V-Ray Geometry Properties
- Static subdivision and displacement are now enabled by default;
- V-Ray Materials
- Added an "Enabled" check-box for each coat material of the V-Ray Blend material;
- Added the "opacity mode" option to the V-Ray Material UI;
- Added the "roughness model" option to the V-Ray Material UI;
- Added the "Comp in specular" option to the V-Ray Hair UI;
- Allowed the 2-sided material to be used as a sub-material;
- Enabled "glossy fresnel" and "affect shadows" by default, but only for new V-Ray materials;
- Switched to "Stochastic" opacity mode, "Oren-Nayar" roughness model and "GGX" BRDF type by default, but only for new V-Ray materials;
- Decreased the "Cutoff Threshold" in the SSS2 material to 0.001;
- The browse dialog in the V-Ray Scanned material should show .png and .jpg files and replace their extension with .vrscan before setting the "File" channel;
- (Experimental) Added an OpenGL preview for V-Ray Scanned materials;
- The V-Ray Scanned interface is very slow when there is no available license;
- V-Ray Proxy
- Enabled the "particle width multiplier" parameter of the "Invoke ply2vrmesh" command for the .prt, .ply, .geo and .bgeo file formats;
- V-Ray Textures
- The V-Ray Curvature's "out color min" and "out color max" channels now accept values up to 100;
- The V-Ray Dirt's subdivs now always ignore the "Use Local Subdivs" option and work per AA sample;
- Added the "Distance along strand absolute" output type and the "Hair max distance" parameter;
- Changed the default V-Ray Dirt radius to 10cm and the default V-Ray Noise size to 0.05, but only for new textures;
- Added a separate "Radius Texture" slot to the V-Ray Dirt texture, the final radius is now determined by multiplying "Radius" and "Radius Texture" similar to the functionality in V-Ray for 3ds Max;
- Allowed smaller values (down to 0.0001) to be entered for the size channel in the V-Ray Noise texture;
- V-Ray Volume Grid
- The default detail reduction is now 3, and the min detail reduction is 0;
- The preview no longer uses direct OpenGL calls in Modo 11 and later, this fixes a number of issues, since the version using direct OpenGL calls is currently unfinished;
- .vrscene import
- Remove unnecessary suffixes (@node, @light, @mtl, @mtl_brdf, @tex) from imported geometry names, light names, material tags, material names and texture names;
- UVWGenChannel: Support for importing the "tile" options from 3ds Max;
- Product Identifiers -MPN
: V-Ray 3.x for MODO - WS
- In The Box -
- One (1) V-Ray for MODO Workstation License (GUI + Render Node)
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