---
title: "Rendering with Older Assets"
canonical: "https://documentation.chaos.com/space/VMAYA/111739130/Rendering%20with%20Older%20Assets"
format: markdown
---
## **Overview**

---

Some features have been modified in V-Ray 7 compared to previous versions of V-Ray. The sections below provide more details on what has been changed to help you transition to using the latest version.


## **V-Ray 7, update 2**

### **Distributed Rendering**

The second generation of Distributed Rendering (DR2) introduces the concept of the *dispatcher *node. The dispatcher handles communication between the Render Client and the Render Servers, allowing many more machines to participate in rendering effectively. The Render Client can act as a dispatcher, but optionally, any other machine in the network can be dedicated to this role.

Distributed Rendering (DR2) improves on the first-generation DR in several ways:

- Limitless scaling with bucket rendering. The more machines are added to the rendering job, the faster the rendering. The first generation of DR (DR1) would reach a practical limit of how many machines can effectively participate in rendering.
- Improved progressive rendering. Bucket rendering still offers better scalability in DR because it is a more efficient way of splitting the work between many servers.
- Improved caching mechanism. Repeating the same frame that uses the same assets on the same Render Servers is instantaneous.
- New "dispatcher" node. Unlike "classic" DR, where the Render Client connects directly to Render Servers, in DR2, the Render Client connects to a dispatcher, which connects to Render Servers. As a result, many more machines can effectively participate in rendering compared to before, especially when a network dispatcher is used. Note that in DR2, the Render Client can act as a dispatcher too, but you can optionally dedicate another machine to the role of a "dispatcher" to boost the performance further.  
You can select a dedicated network dispatcher in the Distributed Rendering settings.
- Improved network throughput. DR2 removes the limitation of "classic" DR (DR1), where data transfer from Render Servers back to the Render Client would hit a bottleneck at the limited network capacity of the Render Client. DR2 servers only communicate with the dispatcher over the typically higher-speed link and are not affected by the slower client networking hardware.
- DR2 uses bucket splitting. This avoids long wait times or stopping at the final bucket.


## **V-Ray 7**


### **VRayMtl**

**Use irradiance map** and **Fix Dark Edges** options are no longer available. If an older scene uses values of these options that are different than the default, they will be shown.

The GTR Energy Compensation option is deprecated and is no longer shown in the user interface. Older scenes render with their initial setting.


### **Render Settings**

**Default Geometry** is hidden from the System rollout of the Settings tab. For all new scenes, the default option is set to Auto. Older scenes render with their initial setting.

**Global Hair Tree** is hidden from the System rollout of the Settings tab. For all new scenes, the default option is set to On. Older scenes render with their initial setting.

**Dynamic Memory Limit** option is hidden from the System rollout of the Settings tab. The default option is set to 0 - no limit for all new scenes. Older scenes render with their initial setting. 

**Conserve memory** is hidden from the System rollout of the Settings tab. Older scenes render with their initial setting.


**Don't render the final image**, which is hidden from the Overrides tab. For all new scenes, it is set to Off by default. Older scenes render with their initial setting. 

**Consistent lighting elements** are hidden from the Overrides tab. For all new scenes, it is set to On by default. Older scenes render with their initial setting; the option is visible in the UI. 

**GI texture filtering mult **is hidden from the Overrides tab. For all new scenes, it is set to 5 by default. Older scenes render with their initial setting.


The **DMC Sampler** rollout of the V-Ray tab is deprecated. The Animated Noise Pattern option is located under the Image Sampler rollout.

The **Blue Noise Sampling** option is deprecated. It is enabled by default for all new scenes and renders with its initial setup for older scenes.

**Number of GI probabilistic** samples is deprecated. For all new scenes, the default value of 1 is used. It renders with their initial setup for older scenes, and the option is visible in the UI.


**Color Mapping** rollout is now called **Color Management**. The only available option is the selection of the **Rendering color space**. All other options are hidden from the UI and rendered as their default options. For older scenes, the initial setup will render.


---

### **VRayScene**


Previously, .vrscene files contained mesh ID information. Such ID is no longer set in V-Ray. 

For users utilizing a post-translate script in their scenes, who have added a digit suffix to the meshes, the following change to the script should be done: replace all digit suffices with 0. For example:

```
import vray
import vray.utils
proxy=vray.utils.findByName('box_obj_xform_vrayproxy@mesh1')[0]
proxy.set('use_alembic_transform', 0)
```

**mesh1 **should be replaced with **mesh0**; otherwise, the script will not work.


### **Textures**

The On-demand mipmapping available previously for V-Ray GPU is now removed. Old scenes using this option are rendered with Full size textures instead.

#### VRaySky

The PRG Clear Sky option has been updated with V-Ray 7. If an older scene uses the older version of PRG Clear Sky, it will appear in the dropdown as **PRG Clear Sky (old).**

## **V-Ray 6**


### **Environment**

---

A slight difference exists between renders containing textured fog in version 5 and version 6. The discrepancy can be fixed by lowering the Step size parameter.


### **Materials**

---

**VRayMtl's** reflection now has a new GTR Compensation Energy option that affects the appearance of reflective and especially metallic materials.

VRayMtl's **Double-Sided** option is removed from the UI. Older scenes with this option enabled will render correctly. To disable the option, use the MEL command: **setAttr "VRayMtl1.doubleSided" 0**.

The Chaos Cosmos Browser replaces the **V-Ray Material Library Browser**. The old V-Ray Material Browser is still usable if downloaded with a previous V-Ray version. However, we recommend using the materials from the Chaos Cosmos Browser for any new projects. If the V-Ray Material Library folder has not been downloaded with a previous V-Ray version and its folder is empty, clicking the V-Ray Material Library Browser button from the V-Ray toolbar automatically opens the Chaos Cosmos Browser. The mtllib.exe tool is still available and downloads the V-Ray Material Library.

The **Local space bump map** type in VRayMtl and VRayBumpMtl is not supported in V-Ray 6. Opening an older scene, which uses a Local space bump map, converts the bump map type to its default setting.


### **Textures**

---

The **Stochastic bump filtering** option found under the Overrides Textures rollout of the Render Settings is visible only for scenes created with V-Ray version 6.10.01 or earlier. It improves the bump texture sampling method, which fixes unwanted artifacts for high-frequency textures viewed from certain angles. For all newer scenes, the option is enabled by default and hidden.


### **Tools**

---

Select devices for the GPU rendering tool no longer offer command-line control. The VRAY_GPU_PLATFORMS environment variable can still be used. The vray gpuDeviceSelect MEL command is also still active in Maya.


### **IPR**

---

The **Trace Depth** and **GI Depth** options are removed from the IPR settings. IPR rendering now uses the local reflection and refraction depths of materials.

The **Global Max Depth** parameter in the [Materials Overrides](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111740381) tab can be used to override these values.

GI Depth is now controlled by the **Brute Force Depth** parameter when the GI Engine is set to Brute Force in the [Brute Force GI tab](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111741130).


### **USD**

---

With V-Ray 6, update 2, the default USD translator is Hydra compatible. This enables the asset transferring process between Houdini and Maya to go smoother, eliminating some differences in rendering. The Hydra translator introduces some improvements to USD support with IPR of transforms and materials. The default mesh subdivision method becomes Catmull-Clark. Old scenes exported with the default set to Catmull-Clark instead of None can be manually adjusted.

Disabled V-Ray lights are rendered (temporary limitation). Instancing lights is not supported yet.

To revert to the previous USD translator, use the following environment variable VRAY_USD_HYDRA_TRANSLATOR=0.

Starting with V-Ray 6.20.02, the default USD version used in V-Ray Standalone is changed from 0.22.11 to 0.23.11. To change the USD version, see the [Environment variables](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111739735/Environment+Variables#Miscellaneous) page for details.


## **V-Ray 5**

---

Some features have been modified in V-Ray 5.0 compared to previous versions of V-Ray.


### **User Interface**

---

V-Ray 5 for Maya removes V-Ray Quick Settings from the user interface. If the V-Ray Quick Settings are used in older scenes, they will open with the correct parameters set. The default V-Ray settings are optimized to provide the best starting point, removing the need for Quick Settings.

Local subdivs - V-Ray 5 automatically determines the shading sampling in the scene. The only settings that need changing are the [image samples](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111739176). With this change, the **Local subdivs** are hidden from the user interface for all lights and materials. Scenes from previous V-Ray versions will use automated shading sampling when rendered in V-Ray 5.


### **Materials**

---

**VRayHair3Mtl **is no longer exposed in the UI but loads correctly with older scenes. It is recommended that the  VRayHairNextMtl material be used instead.

**VRayFastSSS2 **material no longer supports the Front and Back Lighting options, which have been removed, as they were only used for the already deprecated pre-pass-based illumination modes.

**Glossy Fresnel** option is removed from the UI of **VRayMtl **and **VRayToonMtl**. It is always considered enabled, even for older scenes with the option disabled.

**Normal Opacity** **mode **of **VRayMtl **is deprecated. The default **Opacity mode, Stochastic **is considered for older scenes.

**Reflection **and **Refraction Exit Colors** are removed from **VRayMtl **and **VRayToonMtl**.

The **Soften Edge **option is removed from **VRayMtl **and **VRayToonMtl**.

The **Invert Normal** options in **VRayDirt **are now hidden from the UI. Old scenes with this option enabled will still show it. For newer scenes, the option can be enabled using the following MEL command: `setAttr VRayDirt1.invertNormal 1`

Starting with V-Ray 5, update 2, there is a new way to calculate anisotropy. The new physically-based anisotropy corresponds to an actual anisotropic micro-surface.


### **Textures**

---

**Sharp mipmap** filtering is used by default for file textures instead of the previously default Smooth with mipmap. Note that adding the extra V-Ray Texture Filter attribute overrides the filter type.

When **user attributes** are used at the beginning of a file path, V-Ray treats the path as absolute. To mimic the old behavior, use the fake user attribute **<PROJECT_PATH>** that forces the path to be interpreted as relative.

Starting with V-Ray 5, update 1, **Float textures** previously accessible from Create V-Ray PluginNode > **Texture** can now be created from Create V-Ray PluginNode > **Float texture**.


### **Lights**

---

- Some light options are no longer exposed in the UI. If an old scene containing any of these options is rendered, they use their default values as follows:
  - **MIS **- always on;
  - **Store with Irradiance Map** - always off;
  - **Tex Adaptive** - always on;
  - **Use Ray Distance** - always off;
- The **Skylight portal** option is no longer available for the **VRayLightRect **and **VRayLightMesh **lights. You can use an invisible light instead to add extra light to an interior scene. V-Ray 5 will automatically offer to migrate scenes with light portals to a compatible Adaptive Dome light setup. The migration can also be run manually from the **V-Ray menu **> **Tools **> **Migrate Legacy Scenes**. Read more about [legacy Light Portal migration](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111744008).
- The **No Decay** option is available only for old scenes that have the option enabled.


### **VFB**

---

Starting with V-Ray 52001, V-Ray Lens Effects are applied in the RGB channel together with other post effects. When a **Denoiser **render element, Source LightMix, or Composite mode is used, the lens effects are applied to the **effectsResult **channel. Alternatively, enable the **Create effectsResult channel **option.


### **Cameras**

---

**Shade Map for Stereoscopy** is obsolete, and its attributes can no longer be added to a camera. Although they remain present in older scenes, they cannot be exported.


### **IPR**

---

The **out-of-process** option for IPR is removed from the UI. Historically, it was the first implementation of IPR in V-Ray for Maya, and it internally used DR with a locally spawned server to communicate and render the scene changes.

IPR is now always rendered in-process, which brings better interactivity and uses far less memory.


### **GI Engines**

---

**Irradiance Map GI Engine** is no longer available for newly created scenes with V-Ray 5. Older scenes that use this method will render correctly.

**The Brute Force GI Engine** is always used for Primary bounces.

**GI **is now enabled by default for new scenes.

The Light Cache **World Scale** option is removed from the UI. Old scenes with this option enabled will render as expected.


### **Render Settings**

---

By default, bitmap caching between renders is now enabled to speed up every render after the first one. This affects both new and old scenes.

**Use Embree** is always enabled. **Use Embree**, **Use Embree for motion blur**, and **Use Embree** **for hair** options are enabled by default now and removed from the UI. Old scenes with disabled **Embree **now automatically load with enabled **Embree **options.

**Max tree depth**, **Min leaf size**, and **Face/level coeff **parameters are now enabled by default and removed from the UI. These settings are only used when Embree is disabled. In V-Ray 5, **Embree **is always used.

**Min Shading Rate** is removed from the interface and always uses the default value of 6. This is the optimal value for V-Ray, and changing it usually comes at the expense of performance. Old scenes saved with a non-default value can still be adjusted.

The **Linear Workflow** option from the **Advanced Color Mapping Settings** in the V-Ray tab is removed from the UI. It is no longer available for new scenes. V-Ray 5 will automatically offer to migrate scenes with light portals to a compatible setup that adds gammaCorrect nodes. The migration can also be run manually from the **V-Ray menu** > **Tools **> **Migrate Legacy Scenes**. Read more about [legacy Light Portal migration](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111744008).

The **Dynamic Bucket Splitting** option for the **Bucket Image Sampler** is removed from the UI. It is always treated as enabled.


### **Installation from ZIP**

---

V-Ray 5, update 1 introduces some changes to the environment setup for zip installations.

There are changes to the **PATH **[environment variable](https://docs-chaos.atlassian.net/wiki/spaces/VNS/pages/115605616) on **Windows OS**, **DYLD_LIBRARY_PATH** on **macOS**, **LD_LIBRARY_PATH **on **Linux**, and **MAYA_RENDER_DESC_PATH** on all operating systems.

For more information, see the [ Installation from the zip ](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111740384)page.


### **Image Sampler**

---

Starting with V-Ray 5, update 1, the Sinc Anti-aliasing filter is removed from the UI. Old scenes using the Sinc filter will automatically be set to the default one - Lanczos.