Vray For Maya 2014



This page covers the various environment variables for use in V-Ray for Maya.

Overview

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There are some environment variables that affect the operation of V-Ray. Some of these variables are in effect in both V-Ray Standalone and V-Ray for Maya, while some of them are pertinent to V-Ray Standalone only. The variables that are valid for V-Ray Standalone only are marked with (standalone).

When installing V-Ray from a .zip file, please refer to Environment setup for the appropriate environment variables.

With V-Ray Next, the _x64 suffix for environment variables is no longer used. However, using the _x64 suffix will still work as a fall-back, but it will print a warning.


Licensing

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VRAY_AUTH_CLIENT_FILE_PATH – Points to the folder containing the vrlclient.xml file that contains the V-Ray license server settings (IP address and port number).

VRAY_CONNECT_TIMEOUT – The timeout (in milliseconds) when connecting to the license server.

Textures and Render Assets

VRAY_ASSETS_PATH – Specifies a list of paths where V-Ray will look for textures, GI cache files etc. Initially, V-Ray will attempt to look for an asset in the path specified in the scene. If this fails, V-Ray will go through the paths in the VRAY_ASSETS_PATH variable and try to find a file with the same name. On Windows, paths are separated with a semicolon (;). On Linux and macOS, paths are separated by either a colon (:) or semicolon (;).

VRAY_TEXTURES_LOAD_16BIT_AS_8BIT – When set to 1, V-Ray will load 16-bit PNG and TIFF texture files as 8-bit in memory.

VRAY_TEXTURES_USE_SYNCOLOR – When set to 0, V-Ray will ignore the SynColor color space of the textures and work only with the standard V-Ray gamma attributes.

VRAY_PLUGINS (standalone) – Specifies a list of paths for additional V-Ray plugins. On Windows, paths are separated with a semicolon (;). On Linux and macOS, paths are separated by either a colon (:) or semicolon (;).

VRAY_TEXTURE_CACHE – Specifies the size, in megabytes (MB), of a separate texture cache to be used for tiled OpenEXR files. If this is not present, or the value is 0, the same cache is shared between dynamic geometry and tiled textures. One of the advantages of a separate texture cache is that it is persistent across the frames when rendering an animation.

VRAY_TERMINATE_ON_FRAME_END – Causes V-Ray to directly exit after a frame is complete in order to avoid slowdowns when freeing memory.

VRAY_TERMINATE_ON_SEQUENCE_END – Causes V-Ray to directly exit after the sequence is complete in order to avoid slowdowns when freeing memory.

Use the VRAY_TERMINATE_ON_FRAME_END andVRAY_TERMINATE_ON_SEQUENCE_END environment variables only on render servers where each frame/sequence is rendered by a separate process (either Maya or V-Ray Standalone). Do not use this in interactive Maya sessions as it will cause Maya to exit immediately after a render (even a swatch render).

VRAY_MAYA_KEEP_BITMAPS – Enables the bitmaps caching between renders (same as the Cache bitmaps between renders option in the Rendering Overrides rollout of the Render Settings dialog).

VRAY_FOR_MAYA_SHADERS – Specifies additional locations for shader description files, using the V-Ray for Maya SDK to extend V-Ray for Maya with custom shaders. This allows V-Ray to create custom Maya shading nodes for a V-Ray Standalone plugin and to specify how the shading node is translated to the V-Ray standalone plugin.

VRAY_MAX_OPEN_FILES – Sets a limit on the number of files that can be opened simultaneously. This allows users to set a limit that is lower than their OS default. V-Ray creates a pool of file handles using this specified value, and when the limit is reached, the remaining files are added to a queue. When a loaded file is no longer used, it is freed from memory and a queued file is loaded in its place.

Asset Caching

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Asset caching can be used for copying network assets locally on render node machines. Additionally, the same setup can be used together with Distributed Rendering to specify how and where transferred assets are cached.

VRAY_ASSETS_CACHE_PATH – When set on a machine that is used as a render slave during distributed rendering, this variable specifies the path where V-Ray will store the transferred assets.

VRAY_LOCAL_CACHE_LIMIT_TYPE - Specifies a local cache for rendering assets. The assets are copied locally for use by V-Ray, so that the original assets can remain unlocked for editing in other applications. This variable specifies the limit type of the cache, while VRAY_LOCAL_CACHE_LIMIT_VALUE specifies the limit size of the cache. The limit is not applied during rendering, files are cleaned up after the render finishes. By default, the local cache is written to a vray_assets_cache folder placed (and automatically created) in the user's temp directory. The VRAY_ASSETS_CACHE_PATH variable can be used to specify a different location for the local cache.

-1 - disabled (default)
0 - no limit
1 - limit by age in hours. Files older than N hours are deleted.
2 - limit by maximum size in gigabytes.

VRAY_LOCAL_CACHE_LIMIT_VALUE - A limit to the local asset cache. The meaning of the value depends on VRAY_LOCAL_CACHE_LIMIT_TYPE. Setting VRAY_LOCAL_CACHE_LIMIT_VALUE to 0 will effectively delete all cached files after every render.


Distributed Rendering

VRAY_DR_BROADCASTPORT – Specifies the port number used for broadcasting messages for joining a rendering. If not specified, port 20203 is used. Make sure this port is opened so render slaves can join the rendering.

VRAY_DR_SUBNET – Specifies the subnet mask for broadcast messages. This is currently used only when a render server is started so that it can join a DR render.

VRAY_FOR_MAYA_DRPORT – Sets the default port to use when adding new distributed rendering servers in the Maya UI (from the DR Settings window). If you don't explicitly specify a port, the value set here will be used. If not set here, the default of 20207 will be used.

VRAY_FOR_MAYA_xxxx_DRPORT – Specifies the default port number used for IPR rendering in Maya when used out-of-process. The xxxxmust be replaced with the Maya version, e.g. 2014.

VRAY_ASSETS_VERIFICATION_METHOD – When set on a machine that is used as a render slave during distributed rendering, this variable specifies the asset verification method:

0 - by modification date (default)
1 - by size
2 - by MD5 checksum

VRAY_NUM_THREADS – Manually sets the number of computation threads. By default (when 'Max Render Threads' is 0) V-Ray creates one computational thread per CPU core.

VRAY_KEEP_TEMP_VRSCENE – When set to a value of 1 the .vrscene files from DR or local machines will not be deleted after rendering.

VRAY_VRSCENE_LOCATION – When set on a machine that is used as a render slave during distributed rendering, this variable specifies the path to store the temporary .vrscene file. When this variable is not set, the default user temp directory is used.

VRAY_FOR_MAYA_DRLISTS_PATH – Specifies the path to an alternate DR XML configuration file. For more information, see the Distributed Rendering Settings page.

V-Ray GPU

VRAY_GPU_PLATFORMSSpecifies the CUDA devices to be used for V-Ray GPU rendering. This variable is automatically set when a device is selected using the V-Ray Render Settings (or the equivalent external tool provided with the V-Ray installation vray_gpu_device_select.exe ). If the variable is not set, all available devices will be used. The syntax allows a case insensitive pattern matching of any value to a device name, vendor, type and its index. More than one values can be specified by separating them with a semicolon.

VRAY_MAC_GPUThough GPU rendering with CUDA on macOS devices is no longer supported, the advanced users can bring back the old behavior by using this environment variable. Enabling this environment variable is at your own risk!

VRAY_OPTIX_DENOISER_PLATFORMS – Specifies the GPU devices used for denoising with the NVIDIA AI denoiser. This variable works similar to the VRAY_GPU_PLATFORMS one. From all devices that match the query, only the device with the highest compute capability is used for denoising. This variable is available with V-Ray Next, Update 2.1 (version 4.30.01) and later).

VRAY_GPU_NVLINK_DISABLEIf set to 1, NVLink manager is disabled and it doesn't share VRAM between GPUs. This variable is available with V-Ray Next, Update 2.1 (version 4.30.01 and later).

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VFB Control

VRAY_VFB_SRGB (standalone) – When set to 1, the sRGB button of the V-Ray VFB is automatically switched on. When set to 2, the sRGB button of the V-Ray VFB is switched off.

VRAY_VFB_LUT (standalone) – When set to 1, the LUT color correction is enabled by default. The LUT file is specified with the VRAY_VFB_LUT_FILE environment variable.

VRAY_VFB_LUT_FILE – Specifies the path and name of the LUT file.

VRAY_VFB_OCIO – When set to 1, the OCIO button of the V-Ray VFB is automatically switched on. When set to 2, the OCIO button of the V-Ray VFB is switched off.

VRAY_VFB_PIXEL_ASPECT (standalone) – When set to 1, the pixel aspect correction for the VFB is automatically enabled.

VRAY_WRITE_COLOR_CORRECTIONS When present and set to 0, disables any color corrections to the final images written to the disk.

VRAY_VFB_COLOR_CORRECT_ALL – When set to 1, applies color corrections to all present render elements in the VFB. Default value is set to 0, meaning some channels (such as extraTex, Multimatte, etc) are excluded from the color correction.

VRAY_VFB2_ENABLED – When set to 1, the new V-Ray Frame Buffer is used for rendering. When set to 0, you can revert back to the old VFB.

Log File

VRAY_FOR_MAYA_LOG_FILE_NAME – Specifies the name of the log file (vray4maya_log.txt is used if not set).

VRAY_FOR_MAYA_LOG_FILE_PATH – Specifies the path to the log file (the temp folder is used if not set).

VRAYSL_LOG_FILE_NAME(standalone) – Specifies the name of the log file for DR rendering (vraysl_log.txt is used if not set).

VRAYSL_LOG_FILE_PATH (standalone) – Specifies the path to the log file for DR rendering (the temp folder is used if not set).

Command Line

VRAY_CMD_PREFIX(standalone) – Specifies command-line options for V-Ray Standalone which are prepended to the actual command line.

VRAY_CMD_SUFFIX(standalone) – Specifies command line options that are appended to the actual command line.


Ray Differentials

VRAY_USE_NORMAL_DIFFERENTIALS – When set to 1, V-Ray will use the surface curvature when calculating ray differentials for secondary rays for reflection, refraction, and GI. This is typically helpful with tiled OpenEXR and TIFF textures, as it will produce a more accurate estimate for the required mip-map level (which otherwise might be overestimated resulting in a more detailed level being loaded than is really necessary).


Miscellaneous

VRAY_FOR_MAYA_VP2_BAKE_RESOLUTION – Because of limitations in Maya itself, V-Ray can't support textures in their native resolution like the standard Viewport 2.0 does. V-Ray must always bake the textures, and it's using the Bake Resolution for Unsupported Texture Types option in the Hardware Renderer 2.0 Settings dialog. The default resolution there is very low (64) by default. V-Ray ignores values below 256. However, even this resolution is not very suitable, and forcing high resolution for all unsupported textures may be undesirable. In such case, this environment variable can be used, ignoring the Viewport 2.0 setting.

MAYA_ENABLE_PRE_RENDER – A small number of features in V-Ray require reading specific attributes for the whole animation range before the actual rendering can start. Prior to V-Ray 3.0, this required a pre-render run along the whole animation range. V-Ray 3.0 avoids this extra cost which can be significant with dynamics on the scene. If due to bugs in Maya or V-Ray this method fails, this will be reported and it's still possible to use the slow (but proven) method.

VRAY_IGNORE_FIX_DARK_EDGES – Due to a bug in V-Ray 2.0, the Fix dark edges option of the VRayMtl didn't work. This environment variable can be used to keep compatibility with old scenes which rendered wrong.

This page provides details on how to use the transportable V-Ray Material in Maya.

Overview

Useful for working across multiple platforms, the VRayVRmatMtl loads a V-Ray shader from a file (.vrmat, .vismat, .vrscene) and makes the materials in these files available for use in the scene. These files can be exported from Maya or 3ds Max and used on any platform. You can use the shader directly or change its settings by clicking on the Show VRmat Editor button to open the VRmat Editor.

The VRMat workflow for sharing materials cross-platform is straightforward: An existing V-Ray material is converted through the VRMat Converter, the output of which can then be read into a scene using the VRMat Material (VRayVRmatMtl) in the material editor of the destination platform, such as using a material originally created in 3ds Max, in a Maya scene.

Note. If you load a shader from a .vrscene file you can only use it directly; you will not be able to edit it. The options for exporting a .vrscene file in Maya can be found in the Translator Options.

UI Path: ||Right-click on the geometry|| > Assign New Material...

||Right-click on the geometry|| > Assign New Material... > VRay section > VRay VRmat Mtl


||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay VRmat Mtl


||Hypershade|| > Window tab >Create... > VRay section > VRay VRmat Mtl


Parameters

Material file – Selects the .vrmat, .vismat, or .vrscene file to open.

Maya

Material list – Displays the list of materials found in the Material file.

For Maya versions 2014 and prior, the Parameters rollout also includes a Show VRmat Editor button (not shown in the image above). For information on this feature, see the V-Ray Material Editor section of this page.


Transferring Materials from 3ds Max to Maya

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The following examples illustrate workflows for transferring one or more materials created in 3ds Max to then be used in Maya.


Example: Transferring a Single Material

This example shows how to transfer a V-Ray material created in 3ds Max for use in Maya. Although this example will show the process of going from 3ds Max to Maya, it is also possible to both export and import a VRayVRmatMtl to and from other applications supported by V-Ray.

In this case, we will be exporting the Black Metallic material from an object in 3ds Max and applying it to a shader ball in Maya.

Using the VRmat Converter in 3ds Max

  1. Launch the VRmat Converter from the 3ds Max menu option Tools > V-Ray vrmat converter., and choose the Pick & Convert Material... option.


  2. Select the scene's material to be exported, here named blackMetalic.
  3. The VRmat Convertor will ask for a location to put the exported file, and will create a file using the name of the selected material with the extension .vrmat in the location specified.

Setting Up Materials in Maya

  1. Open Maya and load the scene in which you want the .vrmat file to be used.
  2. From the Hypershade, create a V-Ray VRmat material and apply it to the desired objects(s) in the scene. In the Attribute Editor for the VRmat material, browse for the .vrmat file previously created in 3ds Max.


The original 3ds Max Engine scene.


The part of the original 3ds Max Engine scene that has the material to export (isolated for clarity purposes).


The Maya ShaderBall with the VRayVRmatMtl loading the blackMetalic .vrmat exported from 3ds Max.

Any textures that a V-Ray VRmat material uses will be affected by the UV mapping on the object or objects that it is applied to.

Example: Transferring Multiple Materials

This example shows how to transfer all the V-Ray materials within a 3ds Max scene for use in Maya. Although this example will show the process of going from 3ds Max to Maya, it is also possible to both export and import a VRayVRmatMtl to and from other applications supported by V-Ray.

Maya

Using the VRmat Converter in 3ds Max

  1. Launch the VRmat Converter from the 3ds Max menu option Tools > V-Ray vrmat converter, and choose Convert Scene Materials to .vrmat.
  2. The VRmat Converter will ask for a location to put the .vrmat files. You will notice it creates folders each containing a file with the name of the material, each with the extension .vrmat.


Setting Up Materials in Maya

  1. Open Maya and the scene in which you want the vrmat file to be used.
  2. From the Hypershade, create as many V-Ray VRmat materials as needed, and apply them to the desired item(s) within the scene. Browse for the exported .vrmat files previously created in 3ds Max as needed for each respective material.


The Maya ShaderBall with VRayVRmatMtl's loading the belts.vrmat, blackPlastic.vrmat, chrome.vrmat & red_rubber.vrmat exported from 3ds Max


The Maya ShaderBall with VRayVRmatMtl's loading the blue_rubber.vrmat, aluminium.vrmat, clipperRedBumpy.vrmat & orangeMetal.vrmat exported from 3ds Max

V-Ray Material Editor (Deprecated Feature)

For Maya versions 2014 and prior, the Parameters rollout includes a Show VRmat Editor button for opening the V-Ray Material Editor, a basic material editor for incoming materials.

This feature is not available in Maya versions 2015 and later.

A: Materials List – A list of all materials in the current .vismat or .vrmat file. Users can create new materials, import materials from file, rename and delete materials here.

B: Material options – Options for the currently selected material. Parameters correspond to various V-Ray materials and features.

C: Material preview – Displays the appearance of the adjusted material. The preview image is cached for later use.

Preview – Updates the material preview.

Live update – When enabled, the material preview will update automatically every time one of the material properties is changed.

Save – Saves the current material(s) to a .vismat file overwriting previously existing files.

Save As – Opens a dialog for specifying where material(s) will be saved.

Save on close – Automatically saves the changes made to the materials to a .vismat file when the editor is closed.

Right-Click Submenus

In the Material List section of the V-Ray material editor is a tree structure of all the materials contained in the current .vismat file. The menus in this area can create new materials, rename and delete them, and also create layers on materials. These options are available through right-click submenus.

Right-clicking the root displays the Create Material submenu. The available materials to create are Angle Blend, Multi Material, Skp Two Sided, Standard, Toon, Two Sided, V-Ray Material and Wrapper Material.

Right-clicking a material displays the following options:

Create Layer – Displays the Create Layer submenu. The available layers are Emissive, Reflection, Diffuse, VRayBRDF and Refraction.

Duplicate Material – Creates a copy of the current material.

Rename Material – Allows you to specify a name for the current material.

Remove Material – Deletes the specified material from the .vismat library.

Import Material – Opens a dialog to import a .vismat library.