New Features
V-Ray
- Create a 3ds Max and V-Ray plugins to render Gaussian splatting models
- Add V-Ray Profiler in V-Ray for 3ds Max CPU
- Export Chaos Scatter to GeomScatter
- Support for V-Ray Luminaires
- Redesign of the Scene Converter and Bitmap Converter UIs
- Chaos Scatter – introduce Instance Brush
- Chaos Scatter – Distribution maps
- Implement Firefly removal algorithm
V-Ray GPU
- Initial Caustics support
VFB
- Add Freeform region rendering
- Implement Vignette Layer in VFB
- Add ability to drag and open a file directly in VFB
- File format options for file saving from the VFB (for V-Ray Standalone only)
- Add Image Alpha as a mask option
- Soft stop in the VFB
V-Ray Lister
- Add Geometry Tab in V-Ray Lister
- Add ability to Undo actions in V-Ray Lister
- Add Include/Exclude column in the VRayLister
Modified Features
VFB
- Add fine-sliding and step-sliding functionality to VFB sliders
- Refined control over the Strength slider in Chromatic aberration menu
- Thin lines to indicate fixed layers
- VFB2 Screen mode to handle values > 1
- Add exportRegion option to maxScript vrayExportVRScene() command
- Way to check last Frame Buffer and Render Region size via MaxScript
- Do not disable LightSelect render elements if there is active LightMix
- Improve loading performance and memory use of png bitmaps
- Color space support for lookup layers in the VFB
- Improve the Curves layer
V-Ray
- Switch to AVX2
- Optimize render start time with Scatter
- Optimize VRayFur’s hair generation
- Multi-threading “Compiling geometry” for GeomInstancer
- Switch Windows builds to use vc143 by default
- Get a basic build of V-Ray standalone without GUI working on Linux Arm64
- Support QT minimal and offscreen platforms
- Add USD 0.23.11 for standalone, move USD installation to versioned folders
- Use Optix 7.6 denoiser API
- Optimize reading of HDR images
- Freezing the first several columns for better navigation in VRayLister
- Scrolling with mouse wheel in the inner scroll not the outer one in VRayLister
- Bring VRayLister in front when the button is clicked in the V-Ray tab menu
- ChaosScatter rest pose frame support for animated models and targets
- Optimize loading performance and memory use of TIFF bitmaps
- Improve loading performance and memory use of OpenEXR bitmaps
- Do not export greyed out textures modes when Use system memory is on
- Update OpenColorIO library to 2.3.2
- Update LibTIFF to v4.6.0t
- Small performance optimization for distance tex calculations
- Remove internal processing for Arch&Design materials
- The “Save Cryptomatte Separately” option should name the files with the sequence number last
- Improve the names of the proxy override materials where wireframe shading was exported
- Add a MaxScript function vrayTransferAutoExposure() that transfers the last computed auto-exposure value to selected camera(s)
- Improve loading time for V-Ray Proxy using a preview override cache
- Allow Vector parameters to be overridden from the command line of V-Ray Standalone with the -parameterOverride option
- Add a warning to Chaos Cloud submit regarding VRaySphereFade which is not supported
- Export single UVWGenRandomizer in vrscene for VRayUVWRandomizer map used as mapping source to multiple bitmaps
- Force the render time render element to be stored as 32 bit channel in OpenEXR
- V-Ray Settings’ “About V-Ray” rollout Qt implementation
- Implement an algorithm to suppress “fireflies” in the final rendered image
- Redesigned Scene Converter – add an option to save preferences
- Support large Gaussian splatting models
- Add intensity and color multipliers for the Gaussian splatting nodes
- Profile and optimize Gaussian splat rendering
- Move all installations to Program Files/Chaos
V-Ray GPU
- Improve the sampling of bitmaps before transferring them to the GPU
- Add a “separate folders” option when outputting with “Separate render channels” in V-Ray GPU
- Add overwrite confirmation for separate VFB render channels in GPU mode
- Initial implementation of VRayLuminaire for GPU
- Update the default settings for IPR Rays Per Pixel and IPR Ray Bundle Size
- Disable Post Effects Rate for Production rendering with Progressive Sampler
- Remove on-demand mip-mapping Textures Mode from the GPU UI
- Show Caustics Render Element in the GPU UI
- Add missing GPU LightSelect support for all light types that we support for rendering
- Add support for fog color for photon rays
- Hide Engine choice from the GPU UI
- Remove Low Priority option from the standalone Device Selector tool
VRaySun/VRaySky
- Add the improved PRG sky model to VRaySky
- Set VRaySun shadow bias to 0.02 to match the rest of V-Ray lights
V-Ray Lights
- List VRayLuminaire in a separate category in V-Ray Lister
- VRayLister: Add missing parameters
- Animatable parameters for VRayLight’s Decay rollout
- Remove “From GI settings” in Dome light parameters
VRayMDL
- Demote errors about unsupported BSDF functions to warnings
VRayOSL
- Disallow connecting OSLMap to VRayOSLOutputSelector
VRayVolumeGrid
- Standalone volumetric instancing: Instances self-illumination, scene illumination
V-Ray/V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter
- Remove the Bitmap to VRayBitmap converter V-Ray menu entry where the redesigned scene converter is available
Bug Fixes
V-Ray
- Frame sequence does not work if current frame is used and a non-zero frame offset is used
- High CPU usage at the end of renders which use bucket splitting
- Disabling the “Generate Render Elements” toggle for Matte objects has no effect on Cryptomatte output
- Rayserver mode not reading Alembic string attributes
- OSL textures applied to the VRayExtraTex render element are not correctly exported from 3ds Max
- OSL and GLSL textures attached to VRayNormalMap bump slot are not exported
- GLSL shaders attached as bump maps in 3ds Max are not exported properly to vrscene
- Textures mode is not greyed out when Use system memory is enabled and the rendering has finished
- Crash when importing render settings if VRay is not the active renderer
- Incorrect SSS2 contribution in specific scene
- V-Ray Lister ‘Shadows’ parameter for Photometric and Standard lights is not syncing on multiple selections
- After installing corona v12 Scatter instances not exported/rendered on GPU with V-Ray 6.2
- V-Ray Lister does not consider custom column changes after it has been minimized / maximized through its toolbar icon
- Changing parameters is not synced in V-Ray Lister when multiple cameras or lights are selected
- Crash on IPR start if VRayDistanceTex map is slotted as environment override
- VRayUserScalar and VRayUserColor node names are not saved in the scene
- Cosmos models crash 3ds Max if a value of zero is used in the VRay Proxy scale
- Invalid symbol for the frame number leads to an infinite loop while submitting to Chaos Cloud
- Minimized V-Ray Lister is not maximized when pressing its tool icon
- Crash with VRayLister left open and opening a scene
- Cosmos browser possibly broken by http_proxy env var and alike
- Number of redundant errors shown to the user on importing scatter assets
- Crash on 3ds max scene reset when resetting V-Ray Lister layout
- BackToBeauty and VRayReflection element broken when using matte object
- GPU IPR hangs after change when there is a render mask set and Light Cache
- Crash on IPR start if VRaySky is slotted as environment override in 3ds Max 2025
- V-Ray Lister is not refreshing on undo operation with lights and cameras which leads to crashes
- External links in Cosmos More menu do not open in Max 2025
- 3ds Max OCIO Rules are not properly transferred on export when using max bitmap loader
- Triplanar mapping is not applied to additional bump of VRayNormalMap in V-Ray Standalone
- Missing buttons in max.vray default settings preset
- V-Ray Lister crashes when deleting light which was just made unique
- The Exclude object is not working with Scattering On Curve
- Chaos Scatter’s temporal consistency option enabled leads to missing animated distribute-on object
- Distribution object pivot doesn’t affect the altitude limit distribution in “position independent” mode
- Crash on undo operation after creating Free or Target camera twice while V-Ray Lister is open
- Wrong results with standalone command options -imgWidth or -imgHeight and VRayPhysicalCamera Resolution Override
- Scatter spline offset isn’t exported from max
- Incorrect preview of animated VRayProxy after frame rate modification
- Chaos Scatter is not rendered in Standalone when using closed spline as surface scattering with GeomScatter enabled
- The unpackInstall produces wrong paths for some components
- Some Start menu shortcuts have command prompt icon instead of the one provided by the tool
- Chaos Cloud cannot be started from 3ds max on Windows User names with non-latin characters
- Selected Display options are not remembered when closing VRayLister on different tab
- Remove the middle mouse click or any other option that allows you to change values in cells with the scroller in VRayLister
- USD – VRayMultiSubTex with Random by instance ID is not working with Hydra translator
- GPU IPR resolution is not updated correctly when changing between VRayCameras with Resolution Override and VFB Test resolution enabled
- Batch render in GPU ignores enabled Resolution Override from picked VRayCamera
- USD – Crash when deleting UsdStage during IPR
- VRayLightMtl’s Opacity reads the RGB channel, although the Bitmap’s Mono output is set to Alpha
- Viewport IPR could not be started again after starting production rendering
- VFB Test resolution is ignored in GPU with V-Ray Cameras with enabled Resolution override
- Different results with V-Ray Standalone when VRayEnmeshMod is applied on a scaled base object
- Adaptive Dome light support for Light Cache ‘From File’ mode
- VRayBitmap with high res. image is causing long time save compared to 3ds max’s native Bitmap loader
- TyFlow is not overridden in V-Ray Standalone
- Discrepancy in Standalone with TyFlow and Light Exclude list
- Light cache build fails at start of build, crashing V-Ray GPU
- Image is saved when rendering with Iterative Rendering Mode
- Restore the ability of standalone to render to tiled OpenEXR files
- Compiling geometry in V-Ray Standalone with specific scene takes high amount of time
- Crash when trying to view a certain .vrimg file with File > View image file
- Artefacts with CPU engine and Dynamic geometry
- VRayProxy crashes when undoing loaded proxy objects from ‘Mesh file’
- Polygonal region rendering is using its bounding box on GPU IPR refresh
- Matte object can be seen on Gaussian splats
- VRayGaussiansGeom does not render correctly if the renderer color space is ACEScg
- VRayLister object selection not updated properly after making instanced objects unique
- GeomScatter MB is not working on animated line
- GeomScatter MB is not working with animated Transformations
- VRayProxy preview types edges and faces are showing swapped results
- Instanced lights with Chaos Scatter differ in V-Ray Standalone (bounding box mismatch)
- Huge slowdown with alembic with complex hierarchy loaded in VRayProxy
V-Ray GPU
- Raw RE renders wrong in a combination with Camera exposure and Bucket rendering
- Artifacts with VRayEnmeshMod and V-Ray Denoiser when we use Planar UVW map
- Discrepancy in the GPU rendering of Enmesh when using Random Offset if Offset U is set to a negative value
- Wrong render after the second frame when rendering with VRayBitmap’s Inverse gamma color space transfer function
- GPU IPR not refreshing properly on deletion of lights and geometry
- BRDFBump ignores simple values for bump multiplier tex
- V-Ray GPU fails to load some big textures in parallel
- 3dsMax Mix map doesn’t work on GPU
- Specific user’s Clipper is stuck on Building Light Cache
- One-sided SketchUp geometry does not render with CUDA
- Pick material and Select object in VFB functionality is not working with V-Ray GPU and RTX engine
- 3DS max needed to be restarted in order to take the new value of the checkbox
- Incorrect RawSheenReflection with bucket sampler
- LightDirect plugin changes light direction with GPU
- VRaySphere wrong size when scaled (CPU)
- Investigate slow-to-start scene in V-Ray GPU
- Bump delta scale parameter has no effect when rendering with GPU
- The back side of VRayClipper plane is visible in already clipped zone
- Infinte loop due to transparency and floating point imprecision
- Solaris/USD: Instances take a long time to compile the scene and a lot of memory to render
- Using WITH_CUDA_CPU_ONLY=1 causes the render to crash immediately
VFB
- Light multiplier value ranges in LightMix are not equal when compared to ported ones “To Composite”
- VFB2 Layer tree collapsed state is not updated if resized manually
- VFB goes black with folders and nested masks
- VFB moves to another monitor with 4K monitors
- VFB2 is cleared when using Render mask selected on a loaded vrimg file
- Crash when pressing the Back mouse button during rendering with V-Ray Frame Buffer
- The values stored in the extra attributes in VRImg or OpenEXR file for number of raycast is only 32bit and overflows for longer renders
- Save Cryptomattes Separately does not work with deep ouput
- SRGB suffix in the VRayBitmap’s name is converted to lowercase srgb and the image renders differently
- vfbControl commands for follow mouse lock do not work
- Extra attributes about raycast and primitive count stats are missing from Raw images (EXR and VRImg)
- Memory leak in IccTransform::createIccTransform
- 3ds Max crash if the VFB is empty and we click on the Upload button in the Collaboration
- Crash when saving EXRs with dataWindow=region and Filmic Tonemap correction
- Lens Effects: Obstacle image not written into the logs
- IPR takes a lot of time to restart when rendering high resolution with denoiser
V-Ray Lights
- VRaySun is not considered by Cryptomatte VFB masks
- IES light near and far decay renders differently than V-Ray Standalone when shape override is used
- IES light near and far decay renders differently on CPU and export/GPU
- Crash with VRayColor mode set to ‘Temperature’ when slotted in V-Ray Light with OCIO Color management set
- Crash on undo operation with VRayIES, VRaySun light, VRayFur, and others when changing parameters
- Issue with the VrayLight, VRayIESLight and mrAreaLightCustAttrib
- Crash when creating VRayLight with Viewport shading disabled
- V-Ray Lights create lines in the Specular render element while set to include mode
- Light artifacts with VRaySun’s Clouds when Sun is slightly below the horizon
- Additive GPU memory leak for type Texture Data on animation with sun light
V-Ray Textures
- tyCache is not considered as an object in VRayDistanceTex with production rendering (CPU)
- VRayMultiSubTex color swatch is not locked for slots with applied texture and disabled Blend color
- VRayTriplanarTex does not consider animated Reference Nodes when rendering Production
VRayEnmesh
- Fit in object space deletes animation keys on VRayEnmesh gizmo
- VRayEnmeshMod renders the Preview override file
VRayMDL
- MDL materials lost on reload
V-Ray/V-Ray Bitmap to VRayBitmap converter/V-Ray scene converter
- The scene converter fails when an inf value is found in the Corona Physical Material
V-Ray Materials
- Creating Refractive materials while using 3ds Max’s color management with a custom OCIO config output inf pixels with VRayDomeLight
- Color darkening when rendering metals with low reflection roughness and high anisotropy values
VRayOSL
- Bitmap tiling is not taken into account in VRayOSLTex on GPU
- Crash with camera shaders on CPU
- Linux Standalone crashes with a user scene
VRayMtl
- V-Ray for 3dsMax and Standalone renders don’t match when SSS translucency uses fully white scatter radius and “fog system units scaling” is ON
VRayPhysicalCamera
- When changing between VRayCameras with resolution override enabled locked Aspect Ratio gets mixed up
- Camera FOV changes between certain frames when focus distance parameter is animated
- Issues when switching from a camera viewport with DOF to a perspective view
VRayPluginNode
- Crash to desktop when rendering VRayPluginnodeMtl (BRDFCSV mode) on V-Ray GPU
- UV Noise and Invert alpha do not work correctly in VRayNoiseTex
VRayVolumeGrid
- Crash when starting render after changing the Particle Shader ‘Mode’ to ‘Fog’
- Incorrect “Temperature” channel data range for a specific VDB file
- Phoenix atmosphere automatically created upon render start when there was a Particle shader in the scene
- Changing any option in the floating rollout does not affect the options in the regular rollout in 3ds Max until you reselect the Simulator
- Hide automatically the Phoenix viewport icons when using V-Ray Viewport IPR in 3ds Max
- Max scene fails to load when a particle texture is added and applied to a shader