V-Ray Tip: Optimized OpenVDB Rendering on V-Ray GPU

November 30, 2025 2 min read

V-Ray Tip: Optimized OpenVDB Rendering on V-Ray GPU

Rendering OpenVDB on V-Ray GPU is all about smart sampling, memory discipline, and clean shading. Here’s a focused workflow that balances speed and fidelity.

  • Setup essentials
    • Load your VDB into a VRayVolumeGrid and map Density, Temperature, and Velocity channels correctly.
    • Switch the renderer to V-Ray GPU (CUDA/RTX) and enable RTX acceleration if your hardware supports it.
    • Iterate with Interactive/Progressive rendering; lock final tweaks only after you’ve dialed in shading and scale.
    • Keep scene scale physically plausible; density and absorption are highly scale-sensitive.
  • Shading for clarity and control
    • Step size: start with Ray step at 50–100% of cell size for lookdev; tighten to 10–25% for finals when you need crisp wisps and edges.
    • Shadow step multiplier: 2–4 often speeds shadows with minimal quality loss. Lower it if you see banding or missed fine shadows.
    • Scattering: enable self-shadowing for depth; use multiple scattering when needed for dense smoke/fog realism (costs more rays).
    • Emission: drive fire/glow with Temperature using Blackbody shading; clamp extreme temps and use Max Ray Intensity to tame hot pixels.
    • Anisotropy: push slightly positive values for forward scattering in fog or negative for back-scattering looks; small changes matter.
  • Performance and VRAM management
    • Trim channels: keep only the VDB grids you actually shade; remove unused velocity/heat/fuel fields to save VRAM.
    • Precision: store grids as 16-bit/half where possible; large volumes benefit greatly from reduced precision.
    • Bounds: use render cutter geometry or tight bounding boxes to avoid tracing empty space.
    • Out-of-core: enable it for oversized scenes; it prevents crashes at the cost of speed. NVLink can help on compatible multi-GPU setups.
    • Lighting: fewer, broader lights reduce noise in volumes. Prefer dome/area lights with reasonable intensity and cutoff thresholds.
  • Noise reduction without losing detail
    • Samples vs step size: first optimize step size; then add samples. Oversampling a poor step size wastes time.
    • Denoising: use NVIDIA OptiX for fast lookdev; switch to V-Ray Denoiser (or Intel OIDN) for finals to preserve small wisps.
    • If available in your version, enable probabilistic volumetrics/light sampling to cut noise in heavy, multi-light setups.
  • Render elements and compositing
    • Enable Atmosphere/Volumetrics render elements to isolate volume contribution for grading and relighting.
    • Use Light Select passes for emissive fire to fine-tune intensity and color in comp.
    • Consider Deep EXR for VFX pipelines that require deep holds and clean merges.
  • Animation stability
    • Keep step size and shadow step consistent across frames to avoid flicker.
    • Avoid last-minute denoiser setting changes mid-sequence; re-render short handles after finalizing settings.

Hardware, licensing, and expert advice make a difference. Explore V-Ray, GPUs, and compatible tools at NOVEDGE, including the latest Chaos V-Ray options at NOVEDGE – Chaos V-Ray. If you’re working with Phoenix sims, check out NOVEDGE – Chaos Phoenix, and consult the NOVEDGE team for tailored GPU recommendations and upgrade paths.



You can find all the V-Ray products on the NOVEDGE web site at this page.







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