Here I will list some of my favorite Vray features and things that Vray does better than competition.
I will also share project files of some of these examples, so others can take a look
I will start by talking about GGX tail falloff and Vray dirt.
The ability to fully control how GGX looks makes shiny metals and Plastics very easy to make/control. You can get nice highlights without the need to layer multiple materials in a Vray blend, saving a lot of render time.
Some GGX tail falloff examples,



Project files and credits to mastering CGI
https://www.dropbox.com/s/0ytuo19k09...yDirt.zip?dl=0
The examples above also show the power of Vray dirt. The ability to map the radius of Vray dirt offers a lot of flexibility.
All dirt, dust, scratches are using Vray dirt and procedural shading in Vray. No UVs used for these objects and all shaders will work with any kind of objects.
Trying to achieve the same results in other renderers is very tricky and will cause many issues. For example in Redshift, a texture should be multiplied by RS curvature radius.. But there are some big issues with this depending on the host app and the internal scene units. I posted project files above, so let me know how this goes.
Another example that shows the power of Vray dirt and procedural shading in Vray is metal welding,
Done by Yuri Russel in Vray GPU

Another Vray feature is Vray stochastic flakes material. Examples below without using any normal maps for flakes.
It is all done procedurally and there are controls for adding random Hue to the flakes.
Many cool effects are possible with stochastic flakes, not just carpaint examles.



Project files,
https://drive.google.com/file/d/1GSJ...ew?usp=sharing
Something to appreciate about sampling in Vray GPU is that is very easy to use compared to something like Redshift. So in Vray GPU, you use only one single slider for controlling quality/performance. There is no min/max unified samples, there is no BF GI samples, There is no local samples per lights or materials, and there is no global samples overrides. Even the CPU version of Vray, doesn’t use local samples since 2015.
I have seen how this sampling approach in Redshift confuse many people, wasting their time on scene optimization and getting rid of noise. On the other hand, you waste 0 time on sampling settings in Vray GPU. Vray uses scene intelligence to learn about the scene and focuses on the more important lights, materials, shadows..etc
Another favorite feature is VRscans.. Since VRscans were introduced last year I have been using them in every project. These scans are very fast on GPU or CPU, and they don't use normal BRDF that all render engines use. The scanner captures special BTF that is specific to each scanned sample, which makes huge difference on realism. It is all about how the materials react to lighting and they are different/faster than other scanning methods like Photogrammetry.
Furthermore, you can send your own material samples to Chaos Group and they will scan them for you.
Those scans support Triplaner mapping now. And currently they can be part of any shading network. They work with normal and bump maps and they can be used in Vray blend to add scratches, dust, fingerprints..etc And you can add color or paint over any of these scans. You can change the amount of bump or add clear coat..etc
There are over 700 of those scans on Chaos Group’s website and their library is expanding regularly. People are shading entire scenes in minutes with those scans, drag and drop
https://www.facebook.com/groups/VRay...3716380114269/
Some of the VRscans cannot be done using traditional shading in any renderer. You cannot achieve the kind of realism/variation of these scans in any other render engines.
https://www.youtube.com/watch?v=eBdLRFaJ4yM
https://www.youtube.com/watch?v=7nCCn76f-F4



And here is a demo on this workflow in Modo,
https://www.youtube.com/watch?v=MMyWjcwj35A
Another favorite feature is the virtual frame buffer in Vray. Bloom and glare got updated in Vray next and they work really nicely. And this is how the new Frame Buffer Looks like :O
Cannot really wait for it to be released
https://www.youtube.com/watch?v=6si3nsOPGZg
This is how VFB is integrated in Modo,
https://www.youtube.com/watch?v=Joi_U7aeZ44
There are many other features that Vray has over competition like Hybird rendering, light select full mode, multi matte ,cloud rendering ,Vray clipper and aerial perspective, Adaptive domelight(no more portals needed), Auto exposure/Auto white balance, AI denoiser and Vray’s own denoiser, which supports denoising of render elements and alphas, Degug shading(specially isolate select) in Maya or texture select in Modo and probably more
It would take a lot of time to talk about all of them, but if you want more info/examples on something let me know
I will also share project files of some of these examples, so others can take a look

I will start by talking about GGX tail falloff and Vray dirt.
The ability to fully control how GGX looks makes shiny metals and Plastics very easy to make/control. You can get nice highlights without the need to layer multiple materials in a Vray blend, saving a lot of render time.
Some GGX tail falloff examples,



Project files and credits to mastering CGI
https://www.dropbox.com/s/0ytuo19k09...yDirt.zip?dl=0
The examples above also show the power of Vray dirt. The ability to map the radius of Vray dirt offers a lot of flexibility.
All dirt, dust, scratches are using Vray dirt and procedural shading in Vray. No UVs used for these objects and all shaders will work with any kind of objects.
Trying to achieve the same results in other renderers is very tricky and will cause many issues. For example in Redshift, a texture should be multiplied by RS curvature radius.. But there are some big issues with this depending on the host app and the internal scene units. I posted project files above, so let me know how this goes.
Another example that shows the power of Vray dirt and procedural shading in Vray is metal welding,
Done by Yuri Russel in Vray GPU

Another Vray feature is Vray stochastic flakes material. Examples below without using any normal maps for flakes.
It is all done procedurally and there are controls for adding random Hue to the flakes.
Many cool effects are possible with stochastic flakes, not just carpaint examles.



Project files,
https://drive.google.com/file/d/1GSJ...ew?usp=sharing
Something to appreciate about sampling in Vray GPU is that is very easy to use compared to something like Redshift. So in Vray GPU, you use only one single slider for controlling quality/performance. There is no min/max unified samples, there is no BF GI samples, There is no local samples per lights or materials, and there is no global samples overrides. Even the CPU version of Vray, doesn’t use local samples since 2015.
I have seen how this sampling approach in Redshift confuse many people, wasting their time on scene optimization and getting rid of noise. On the other hand, you waste 0 time on sampling settings in Vray GPU. Vray uses scene intelligence to learn about the scene and focuses on the more important lights, materials, shadows..etc
Another favorite feature is VRscans.. Since VRscans were introduced last year I have been using them in every project. These scans are very fast on GPU or CPU, and they don't use normal BRDF that all render engines use. The scanner captures special BTF that is specific to each scanned sample, which makes huge difference on realism. It is all about how the materials react to lighting and they are different/faster than other scanning methods like Photogrammetry.
Furthermore, you can send your own material samples to Chaos Group and they will scan them for you.
Those scans support Triplaner mapping now. And currently they can be part of any shading network. They work with normal and bump maps and they can be used in Vray blend to add scratches, dust, fingerprints..etc And you can add color or paint over any of these scans. You can change the amount of bump or add clear coat..etc
There are over 700 of those scans on Chaos Group’s website and their library is expanding regularly. People are shading entire scenes in minutes with those scans, drag and drop
https://www.facebook.com/groups/VRay...3716380114269/
Some of the VRscans cannot be done using traditional shading in any renderer. You cannot achieve the kind of realism/variation of these scans in any other render engines.
https://www.youtube.com/watch?v=eBdLRFaJ4yM
https://www.youtube.com/watch?v=7nCCn76f-F4



And here is a demo on this workflow in Modo,
https://www.youtube.com/watch?v=MMyWjcwj35A
Another favorite feature is the virtual frame buffer in Vray. Bloom and glare got updated in Vray next and they work really nicely. And this is how the new Frame Buffer Looks like :O
Cannot really wait for it to be released

https://www.youtube.com/watch?v=6si3nsOPGZg
This is how VFB is integrated in Modo,
https://www.youtube.com/watch?v=Joi_U7aeZ44
There are many other features that Vray has over competition like Hybird rendering, light select full mode, multi matte ,cloud rendering ,Vray clipper and aerial perspective, Adaptive domelight(no more portals needed), Auto exposure/Auto white balance, AI denoiser and Vray’s own denoiser, which supports denoising of render elements and alphas, Degug shading(specially isolate select) in Maya or texture select in Modo and probably more
It would take a lot of time to talk about all of them, but if you want more info/examples on something let me know

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