---
title: "Supported Nuke Features"
canonical: "https://documentation.chaos.com/space/VRAYNUKE/110625453/Supported%20Nuke%20Features"
format: markdown
---
This page provides information on the Nuke features supported by V-Ray for Nuke.

## **Overview**

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As a built-in rendering plugin for The Foundry Nuke, V-Ray supports most of the standard geometry primitives as well as some of the basic shaders inside Nuke. Differences in the operation of the standard Nuke nodes and their V-Ray equivalents are possible.

Note that the list below is not exhaustive.

 

## **Geometry Types**

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The following geometry types are supported:

Polygonal surfaces; optionally, these can be rendered as subdivision surfaces;  
Alembic  
FBX  
V-Ray proxy (supports Alembic and VRmesh file types)

All geometry types support motion blur.

 

## **Shaders**

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The following Nuke shader types are supported:

Diffuse  
Emission  
Phong shader is partially supported  
Specular shader is partially supported  
Project 3D (supports "both"  and "front" projection modes and self occlusion mode)  
UVTile  
Displacement is partially supported

 

## **Nodes**

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The following Nuke nodes are supported:

Read  
Write  
Reformat  
Constant  
Checkerboard  
ColorBars  
ColorWheel  
Noise  
Ramp  
Radial  
Rectangle  
Sparkles  
Flare

 

## **Bitmap Formats**

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The following bitmap file types are supported:

JPG  
PNG  
TGA  
BMP  
HDR  
EXR (regular and tiled mip-mapped)  
SGI  
PIC  
TIFF  
PSD  
Tiled mip-mapped TIFF files (.tx or .tex)  
DDS

For tiled mip-mapped textures (.exr and .tx/.tex), V-Ray is able to load only parts of the textures as needed during the rendering. By default, tiled textures use the same memory pool as the dynamic geometry used for displacement, proxies etc. The size of this pool can be controlled through the  **Dynamic memory limit**  parameter in the [Global tab](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625451) of the V-Ray render settings. You can also specify a separate memory pool for tiled textures using the ** VRAY_TEXTURE_CACHE ** environment variable (see the section on [Environment variables](https://docs-chaos.atlassian.net/wiki/pages/createpage.action?spaceKey=VRAY3MAYA&title=Environment%20Variables)).

V-Ray also supports a number of tags in the file names, which are expanded at render time. See [File Names for Bitmap Textures](https://docs-chaos.atlassian.net/wiki/pages/createpage.action?spaceKey=VRAY3MAYA&title=File%20Names%20for%20Bitmap%20Textures) section for more information.

 

## **Lights**

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The following light types are supported:

Light  
Point  
Direct  
Spot light is partially supported.

 

## **Environment Variables**

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V-Ray Renderer writes output to a log file. In order to use it you need to set up the following [environment variables](https://docs-chaos.atlassian.net/wiki/spaces/VNS/pages/115605616):

VRAY_FOR_NUKE_LOG_FILE_PATH = <temp dir>

VRAY_FOR_NUKE_LOG_FILE_NAME = vray4nuke_log.txt

If you would like to check where your log is written you can check your console window and search for "Created log file: <filepath>"