V-Ray for Rhino
Supported Rendering Features
This page provides tables of features supported in CPU and GPU rendering with V-Ray in Rhino.
Last updated 1 September 2026
This page provides tables of features supported in CPU and GPU rendering with V-Ray in Rhino.
Overview
These features are supported by V-Ray in Rhino for Interactive and Non-Interactive rendering modes.
Both RTX and CUDA cards share the same V-Ray GPU engine supported features.
For more information on V-Ray GPU, see the GPU Rendering.
Supported Features
Main Render features
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Interactive rendering | ||
Progressive image sampler | ||
Bucket image sampler | ||
Resumable rendering | ||
V-Ray Denoiser | ||
NVIDIA AI Denoiser1 | ||
Intel Open Image Denoise | (always calculated by CPU) | |
Viewport rendering (VPR) | ||
Viewport region rendering | ||
Batch rendering | ||
Cloud rendering | ||
Batch render in Cloud | ||
Distributed rendering via Swarm | ||
Rendering in Grasshopper | ||
Unbacked Grasshopper geometry |
Other Render features
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
VRayLensEffects (VFB) | ||
Antialiasing | PARTIAL | |
Adaptive Lights | ||
VFB | ||
Render Elements | ||
Anisotropy | ||
Aerial Perspective | ||
Environment Fog | ||
Outlines | ||
Photon Mapped Caustics6 | ||
Post Effect Color Corrections | ||
GPU Memory Management | ||
RPC4 | ||
Firefly Removal | PARTIAL |
Environment Background Mapping
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Spherical mapping | ||
Mirror ball mapping | ||
Angular mapping | ||
Cubic mapping | ||
Screen mapping | ||
Color/Texture Multipliers |
Global Illumination Methods
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Brute Force | ||
Light Cache | ||
Irradiance Map | ||
GI Caustics |
Camera
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
VRayPhysicalCamera | ||
Camera Depth of Field | ||
Camera motion blur | ||
Stereoscopic | ||
VR Cubemap | ||
VR Spherical Panorama | ||
Automatic Exposure | ||
Automatic White Balance | ||
Film sensitivity (ISO) | ||
Aperture (F-Number) | ||
Shutter Speed (1/s) | ||
Vignetting | ||
Vertical Tilt | ||
Bokeh |
Geometry
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Triangle meshes | ||
VRayProxy | ||
Alembic via proxy | ||
Subdivisions | ||
Displacement | ||
VRayFur | ||
Infinite plane | ||
VRayClipper | PARTIAL (Only Section Plane) | |
V-Ray Scene | ||
V-Ray Scatter | ||
V-Ray Decal | ||
V-Ray Enmesh | ||
V-Ray Gaussian Splat |
Lights
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
SunLight | PARTIAL | |
Rectangle Light | PARTIAL | |
Sphere Light | PARTIAL | |
Spot Light | PARTIAL | |
IES Light | ||
Omni Light | PARTIAL | |
Mesh Light | PARTIAL | |
Dome Light | ||
Directional Light | PARTIAL | |
Luminaire Light | (initial support) |
Materials
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Blend | ||
Car Paint | ||
Emissive | PARTIAL | |
Generic (V-Ray Material) | (without Roughness, Refraction Glossiness, Fog Scattering, Quick Caustics) | |
Override | PARTIAL (without Environment) | |
Two Sided | PARTIAL (without Multiply By Front diffuse; Force Single Sided always on) | |
Wrapper | PARTIAL | |
Subsurface Scattering | ||
Bump | ||
VRscan | ||
Hair | ||
Outline Override | ||
Multi Material |
Textures
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Bitmap5 | (without filtering and Environment texture placement) | |
Color | ||
Temperature | ||
Gradient | (without Environment texture placement) | |
Sky | ||
Color Correction | ||
Spline Curve | ||
Bezier Curve | ||
Simple Mix8 | ||
Mix (Value)8 | ||
Mix (Operator)8 | ||
Mix (Map)8 | (except Mix Curve) | |
Multi-Sub3 | ||
Tri-Planar | ||
Checker | (except Environment texture placement) | |
Grid | (except Environment texture placement) | |
Tiles | (except Environment texture placement) | |
Cloth | (except Environment texture placement) | |
Leather 9 | (except Environment texture placement) | |
Bulge | (except Environment texture placement) | |
UVW | (without Environment) | |
Water7 | (without Environment) | |
Noise A | (except Environment texture placement) | |
Noise B | (except Environment texture placement) | |
Cellular | (except Environment texture placement) | |
Marble | (except Environment and 3D World texture placement) | |
Splat 9 | (except Environment and 3D World texture placement) | |
Smoke | (except Environment texture placement) | |
Stucco 9 | (except Environment and 3D World texture placement) | |
Rock 9 | (except Environment and 3D World texture placement) | |
Granite 9 | (except Environment and 3D World texture placement) | |
Speckle 9 | (except Environment and 3D World texture placement) | |
Edges | ||
Falloff2 | ||
Fresnel | ||
VRayDirt3 | (without Ignore Self Occlusion) | (without Ignore Self Occlusion) |
Curvature | ||
UVW Placement | PARTIAL | |
Layered | ||
Strand Sampler | ||
Parallax |
Render Elements
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Atmosphere | ||
Background | ||
Bump Normals | ||
Caustics | (without Filtering control) | |
Outlines | ||
Cryptomatte | (without Filtering control) | |
Denoiser | ||
Diffuse | ||
DR Bucket | ||
ExtraTex | ||
Geometry Normals | ||
Global Illumination | ||
Lighting | ||
Lighting Analysis | PARTIAL (Luminance only) | |
Light Mix | ||
Material ID Color | ||
Material ID Number | ||
Material Random Color | ||
Matte Shadow | ||
MultiMatte | ||
Object ID | ||
Raw GI | ||
Raw Light | ||
Raw Reflection | ||
Raw Refraction | ||
Raw Shadows | ||
Raw Total Light | ||
Reflection | ||
Reflection Filter | ||
Refraction | ||
Refraction Filter | ||
Render ID | ||
Sample Rate | ||
Self Illumination | ||
Shadows | ||
Specular | ||
Subsurface Scattering | ||
Total Light | ||
Z-Depth |
3rd-party plugins
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Bongo | ||
Cloud support for Bongo | – | – |
HDR Light Studio | ||
Cloud support for HDR Light Studio | ||
Archvision RPC | ||
Cloud support for Archvision RPC | ||
Rhino Nature |
Enscape
Feature | V-Ray CPU | V-Ray GPU |
|---|
Feature | V-Ray CPU | V-Ray GPU |
|---|---|---|
Enscape materials | PARTIAL | PARTIAL |
Enscape geometry assets | PARTIAL (Enscape assets provided by 3D PEOPLE are currently not supported) | PARTIAL (Enscape assets provided by 3D PEOPLE are currently not supported) |
Enscape material keywords | PARTIAL | PARTIAL |
Footnotes
1 – Displacement results between CPU and GPU rendering may differ slightly because of Pre-tessellation and Cache Normal settings.
2 – Only some procedural textures are supported by V-Ray GPU renderer when used for Bump mapping (f.e. noise and mix maps are supported).
3 – These plug-ins are only partially supported on GPU.
4 – RPC are not supported in Interactive rendering mode. Changes done to the RPC model will not be visible in Interactive mode. Please note, that loading RPC models may take substantial time.
5 – The playback options are currently not supported.
6 – V-Ray GPU supports Photon map caustics except the Calculation Mode/Disk Caching and Max Density options.
7 – Currently, Water Surface texture is supported only when used as Displacement and Bump maps. If the texture is added to other slots, it may not work or render as expected.
8 – In V-Ray 7, the Simple Mix, Mix (Value), Mix (Operator) and Mix (Map) textures are no longer available. They are replaced by the Layered texture.
- GPU engine supports map channels from 0 to 15.
- GPU engine only supports normal maps in tangent space.
- Difference between V-Ray and V-Ray GPU are expected when rendering objects with opacity/translucency modifications.
- When a material is not directly applied to an object or layer but instead only referenced by another asset, e.g. a Proxy Mesh material, and it is introduced through a worksession import, it will not be imported if a naming conflict occurs with a pre-existing material. This is due to a Rhino SDK limitation.
9 – This texture behaves as baked (instead of procedural) in GPU.