# Texture Preview in V-Ray for Blender (Like Cycles Material Output Workflow) (VBLENDER-I-43)

**URL:** <https://forums.chaos.com/t/texture-preview-in-v-ray-for-blender-like-cycles-material-output-workflow-vblender-i-43/188883>\
**Category:** Requests\
**Created:** [July 18, 2025, 9:18am UTC](https://forums.chaos.com/t/texture-preview-in-v-ray-for-blender-like-cycles-material-output-workflow-vblender-i-43/188883 "2025-07-18T09:18:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![philipp\_oehler](https://avatars.discourse-cdn.com/v4/letter/p/4491bb/32.png) [@philipp\_oehler](https://forums.chaos.com/u/philipp_oehler)\
**Post date:** [July 18, 2025, 9:18am UTC](https://forums.chaos.com/t/texture-preview-in-v-ray-for-blender-like-cycles-material-output-workflow-vblender-i-43/188883/1 "2025-07-18T09:18:02Z")

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In Blender’s Cycles and Eevee render engines, artists can preview individual texture nodes by simply connecting them directly to the Material Output node. This workflow is incredibly useful for quickly checking texture maps (like Base Color, Roughness, Normal maps, etc.) without needing to modify the entire shader tree.

Currently, V-Ray for Blender does not support this kind of direct texture preview, which significantly slows down the material development process. Users are forced to set up temporary shaders or manually plug/unplug nodes, which introduces unnecessary steps and increases the likelihood of errors.

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_Submitted on AHA Ideas (VBLENDER-I-43)._

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**Author:** ![AHA\_Migration](https://avatars.discourse-cdn.com/v4/letter/a/dfb087/32.png) [@AHA\_Migration](https://forums.chaos.com/u/AHA_Migration)\
**Post date:** [July 18, 2025, 9:18am UTC](https://forums.chaos.com/t/texture-preview-in-v-ray-for-blender-like-cycles-material-output-workflow-vblender-i-43/188883/2 "2025-07-18T09:18:03Z")

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_AHA Ideas status: Pending._  
_Set during AHA Ideas to Discourse migration._
