Chaos Vantage
2.3.0
Last updated 6 November 2025
Official Release
Date - March 27, 2024
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New Features
Materials
- Support for rendering V-Ray Blend Material (BRDFLayered).
Render element
- Support for the Multi Matte render element.
UI/UX
- Added viewport toggle filter for the light gizmos.
- Added option to improve desktop responsiveness while rendering.
- Added information, in the status bar, for the host application used for Live Link.
- Added ability to rename of objects created inside Vantage (Fur, Scatter, Lights, Multi Matte) with a context menu or double-click on object name.
Output
- Added AV1 codec for video encoding, enabled by default (if supported by GPU).
Modified
Displacement
- Improved memory used for displacement by varying tessellation level within a mesh.
Denoiser
- Updated Intel Open Image Denoise to version 2.2.
Light Cache
- Improved Light Cache to slightly better preserve low intensity samples.
UI/UX
- Chaos Cosmos Browser UI responsiveness.
Fixes
Displacement
- Random displacement when using unsupported secondary UV channel of the geometry object.
Scene states
- Broken sub-states after dropping Environment texture.
Live Link
- Wrong Live Link update for Nodes with unsupported materials.
- Wrong rendering of Glossy Refraction with rotated texture during Live Link with Rhino.
Lights
- Sun azimuth rotation values to match geographical azimuth. Old saved .vantage files will be automatically updated to use new values on Save.
Collision
- Missing "Height ratio" update when collision "Height tolerance" is changed.
Clouds
- Wrong cloud shading with sun slightly under the horizon.
Lighting
- Wrong lighting when rendering using direct light reservoir resampling and the scene contains a normal map.
- Refraction artifacts when rendering with direct light reservoir resampling.
UI/UX
- Disappearing toolbar in the Debug Log window after second opening.
- Hiding of the HQ rendering dialog while "Always on top" is enabled.
Denoiser
- Streak artifacts with Optix denoiser and multi GPU setup.
- Broken temporal (“reduce flickering”) denoising in multi GPU mode.