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 • Hidden feature: Enabling the VRay VFB Render History (Tips / Tricks), 6.5.2008
 • Tapering for VRayFur (Tips / Tricks), 26.9.2007
 • Setting VRay as the default renderer and VRayMat as the default material. (Tips / Tricks), 13.6.2005
 • Gamma color mapping calculator (General Settings), 6.5.2005
 • Top reasons for VRay crashes (General Settings), 23.3.2005
 • warning: HDRI locked not loading (General Settings), 8.1.2005
 • Distributed Rendering - Experience From the Trenches (General Settings), 10.12.2004
 • VRay dome light (Lighting), 10.12.2004
 • VRayLight units (Lighting), 10.11.2004
 • Matching physical shutter angle to VRay motion blur duration (General Settings), 22.10.2004
 • Matching physical shutter speed to VRay motion blur duration (General Settings), 22.10.2004
 • Aluminium material (Aluminum to the US guys) (Materials), 12.10.2004
 • How can I have both 1.09.03* and 1.46.** installed at the same time? (Tips / Tricks), 6.10.2004
 • How many licenses do I need to buy to use network rendering? (Tips / Tricks), 6.10.2004
 • How do i put a bump on an egzVRayGlass material? (Materials), 2.7.2004
 • Newcomers Basic Setup (General Settings), 18.6.2004
 • Reflection cutoff threshold (Materials), 14.4.2004
 • Bumpmaps and skylight (Lighting), 14.4.2004
 • Reflections/refractions 101 (Advanced Materials), 17.1.2004
 • Saturation For Grass in Architecture (Materials), 13.12.2003
 • Floating Carpets Fix (Tips / Tricks), 17.11.2003
 • irradiance min/max settings vs. image resolution (General Settings), 19.9.2003
 • Hsphere subdivs vs. samples taken (General Settings), 16.8.2003
 • QMC sampler as global quality control (General Settings), 15.8.2003
 • How to get VRay reflections on a Simbiont material (Advanced Materials), 11.8.2003
 • Caustics 101 (Tips / Tricks), 26.5.2003
 • Setting up DR (Tips / Tricks), 24.5.2003
 • Motion blur not rendering correctly? (General Settings), 23.5.2003
 • irradiance map-camera dependent or not? (General Settings), 22.5.2003
 • Defloating objects (Tips / Tricks), 22.5.2003
 • All you need to know about Irradiance Maps (almost) (Tips / Tricks), 22.5.2003
 • Alpha Channel Opacity (Advanced Materials), 29.4.2003
 • Field rendering and GI (General Settings), 26.4.2003
 • Easy highlight for VRay material (Materials), 26.4.2003
 • Transparency in the VRay material? (Materials), 23.4.2003
 • An instance for Instances (redundant) (General Settings), 22.4.2003
 • Scaled Camera Tip (Tips / Tricks), 17.4.2003
 • DOF Focus Dummy (Tips / Tricks), 17.4.2003
 • Reflective Values (Advanced Materials), 11.3.2003
 • IOR (Index of Refraction) Values (Advanced Materials), 11.3.2003
 • Framestamp Variables (General Settings), 10.2.2003
 • On color splotches and self illuminated materials (General Settings), 7.2.2003
 • Specular highlights and the VRay material (Materials), 6.2.2003
 • VFB, how does it work? (General Settings), 26.1.2003
 • HDR reflections (Lighting), 19.1.2003
 • What types of HDRI maps does VRay support? (General Settings), 13.1.2003
 • Clip mapping with displacement (Tips / Tricks), 10.1.2003
 • Centralized plugin management (Tips / Tricks), 10.1.2003
 • Interpolated Fuzzys (Tips / Tricks), 19.9.2002
 • Shadows: Transparencies and color (Lighting), 11.9.2002
 • Black glass hints: Which way did that color go? (Advanced Materials), 10.9.2002
 • Help with shadows from skylight (Lighting), 10.9.2002
 • HDRI quick creations (Lighting), 21.8.2002
 • Skylight setup (Lighting), 24.7.2002
 • Matte Object Speedups (Tips / Tricks), 26.6.2002
 • Anti aliasing types: when to use what type. (General Settings), 22.6.2002
 • Pesky registration windows on other 3ds max seats. (Tips / Tricks), 12.6.2002
 • Material Editor: WYSIWYG (Materials), 10.6.2002
 • Caustics: Inverse Square Falloff 111 (Lighting), 3.6.2002
 • QMC Sampler: reflections of blurry reflections (General Settings), 29.5.2002
 • Caustics: Inverse Square Falloff 101 (Tips / Tricks), 29.5.2002
 • Bubbles (Tips / Tricks), 29.5.2002
 • VRayMat vs. Standard: The best of both worlds (Advanced Materials), 20.5.2002
 • Unchecking Generate Recieve GI (General Settings), 17.5.2002
 • SSS: Translucency (Advanced Materials), 17.5.2002
 • HDRI: Non-direct shadow density (Lighting), 17.5.2002
 • Difference between interpolation types (General Settings), 15.5.2002
 • using X-Dof with VRay (Tips / Tricks), 14.5.2002
 • Where to locate distributed rendering errors (Tips / Tricks), 14.5.2002
 • Displacement: The grass is always greener w/ displacement. (Tips / Tricks), 13.5.2002
 • Irradiance Maps: Two heads are better than one (General Settings), 10.5.2002
 • Displacement Modifier: Taking geometry to another level (Advanced Materials), 10.5.2002
 • Happy days with Irradiance maps (Animation), 10.5.2002
 • HDRI: Locating and understanding this elusive beast (Lighting), 10.5.2002
 • Caustics: Unlocking the power (Lighting), 9.5.2002
 • HSphSubD & InterpSmpls: Stratosphere to Earth in one paragraph. (General Settings), 1.5.2002
 • Irradiance Maps: Relatively speaking. (General Settings), 1.5.2002
 • Speed Tweaks 101: Hopefully the first of many:) (General Settings), 1.5.2002
 • Basicly, THE Basics: GI lowdown from ELZARION. (General Settings), 1.5.2002
 • Glass Detail: I'm on the edge here ;) (Materials), 1.5.2002
 • Fresnel: You know... that lighthouse guy (Advanced Materials), 1.5.2002
 • Show Adaptive: A tribute to organization. (General Settings), 30.4.2002
 • Direct Computation: If the shoe fits. (General Settings), 30.4.2002
 • ClrThrshld & NrmlThrshld: Herding cattle isn't easy! (General Settings), 30.4.2002
 • VRayMat Highlights: Peculiar specular speculations. (Materials), 30.4.2002
 • Shadows through refractive objects (Materials), 30.4.2002
 • Party Room: It's not a party till it's bouncin'. (Interior Scenes), 30.4.2002
 • Fly-Out: There are always two sides to a story. (Interior Scenes), 30.4.2002
 • Direct Computation GI: The Real Deal (Animation), 30.4.2002
 • Spotlight Falloff: Looks good, works great! (Tips / Tricks), 30.4.2002
 • Glass Opacity: How clear is it? (Tips / Tricks), 30.4.2002
 • Old Plastic: An example of realistic raytraced plastic. (Advanced Materials), 29.4.2002
 • Multiframe Incramental: Good solution for GI animations. (Animation), 29.4.2002
 • Mask Maps: A friend for life (Materials), 28.4.2002
 • Let there be light. Object lights 101 (Lighting), 28.4.2002
 • Sibenik Cathedral: An approche to complex interior scenes. (Interior Scenes), 1.4.2002


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