Articles in CG Labs

Accelerate your workflow with V-Ray Next for Maya IPR

We’ve improved the way that IPR works in V-Ray Next for Maya to help you dramatically speed up your workflow. Here’s everything you need to know.

Profiling the NVIDIA RTX cards

You’ve seen the future of ray tracing and GPU rendering. Now learn how the GeForce RTX cards performed in Vlado’s benchmarking experiments, and what it means.

Understanding metalness

The importance of metalness and why we’ve added the Metalness parameter to the V-Ray standard material to better support a PBR workflow in V-Ray Next.

© Anton Podvalny
Dramatically Expand your Material and Texture Library with V-Ray Plugin Nodes

Would you like more shaders and textures at your fingertips? In this helpful guide, we’ll reveal the key to unlocking access through the V-Ray Plugin Nodes.

© Dabarti Studio
What does the new NVIDIA RTX hardware mean for ray tracing, GPU rendering & V-Ray?

With the big announcement of new GPU ray-tracing hardware, Vlado explains what this breakthrough means for the future of rendering.

© Thomas Connors
Ray-Traced Rendering Accelerates to Real-Time With Project Lavina

Discover how Project Lavina is adding real-time to the ease and accuracy of ray tracing for Chaos solutions.

V-Ray Next: Denoising in Production

We explain the differences between NVIDIA's AI denoiser and V-Ray Next's own denoiser. We explain how ours allows for proper compositing and temporal denoising.

© Dabarti Studio
Getting a cinematic look with V-Ray GPU Next & volumetrics

Tomasz Wyszolmirski from Dabarti Studio shares some top volume rendering techniques using V-Ray Next.

How to set up Lighting Analysis in V-Ray Next

Find out how to analyze and measure the light levels in your 3D scene using the new Lighting Analysis tools in V-Ray Next for 3ds Max.

© André Matos
Next Level GPU Rendering in V-Ray Next

Learn all about the new production-ready features and improvements coming to V-Ray GPU in V-Ray Next for 3ds Max.

© Ian Spriggs
V-Ray Next: The science behind the new hair shader

A deeper look at the new hair shader in V-Ray next. It describes how to understand the shader in a more physiological way, then takes you through the steps of setting one up for Look development including using V-Ray GPU in IPR rendering.

V-Ray Next: Switching the camera from manual to automatic

The new automatic exposure and white balance settings in V-Ray next not only make the rendering process simpler and faster, but they also balance your renderings for both speed and quality.

V-Ray Next: Experiments with the NVIDIA Optix Denoiser

Noise is a common issue with rendering, usually solved by longer rendering. Another solution is denoising. Using NVIDIA's OptiX denoising algorithm, V-Ray experiments with real time denoising based on deep learning.

V-Ray Next: Smarter rendering with the New Adaptive Dome Light

A new smarter use of Image Based Lighting (IBL) through the V-Ray Dome Light, which is smarter and faster especially for interior scenes.

© Dabarti Studio
Understanding V-Ray Hybrid rendering

Now that V-Ray CUDA was rendering on both CPUs and GPUs, and producing the exact same results, V-Ray Hybrid rendering was officially born.

Understanding V-Ray Benchmark

V-Ray Benchmark is a free utility to benchmark your hardware against other hardware when it comes to rendering with V-Ray.

Saliency in VR

A recent paper on computer vision from Stanford University, Universidad de Zaragoza, and University of California Berkeley explains the Saliency of VR.

How to move V-Ray scenes between applications

We developed V-Ray scene files to help you move a scene from one application to render in another.

V-Ray GPU Benchmarks on Top-of the-Line NVIDIA GPUs

V-Ray GPU Benchmarks on Top-of the-Line NVIDIA GPUs

Understanding V-Ray Swarm

New to V-Ray for Revit, Rhino, and SketchUp, we are introducing V-Ray Swarm, which is an evolution of Distributed Rendering.

© Dabarti Studio
V-Ray GPU improvements in V-Ray 3.5 for 3ds Max

V-Ray GPU improvements in V-Ray 3.5 for 3ds Max

Understanding Live VR rendering

We take a deeper look at how to output the Active Shade VFB from V-Ray 3.5 for 3ds Max into a VR headset.

Understanding Resumable Rendering

In short, resumable rendering is the ability to have incomplete renders resume where they left off.

Disney Research parametrically constructs eyes based on simple data

Disney Research parametrically constructs eyes based on simple data