"Great customer service. The folks at Novedge were super helpful in navigating a somewhat complicated order including software upgrades and serial numbers in various stages of inactivity. They were friendly and helpful throughout the process.."
Ruben Ruckmark
"Quick & very helpful. We have been using Novedge for years and are very happy with their quick service when we need to make a purchase and excellent support resolving any issues."
Will Woodson
"Scott is the best. He reminds me about subscriptions dates, guides me in the correct direction for updates. He always responds promptly to me. He is literally the reason I continue to work with Novedge and will do so in the future."
Edward Mchugh
"Calvin Lok is “the man”. After my purchase of Sketchup 2021, he called me and provided step-by-step instructions to ease me through difficulties I was having with the setup of my new software."
Mike Borzage
October 11, 2026 3 min read

Large city environments can overwhelm a scene long before rendering begins. The key is not to model every building, window, tree, and street object at full detail; it is to organize visual complexity so V-Ray calculates only what the camera needs.
Start by dividing the environment into distance-based asset groups. This establishes a practical level-of-detail strategy and makes both viewport navigation and final rendering far more manageable.
Use V-Ray Proxy objects for repeated or high-polygon content such as buildings, street furniture, cars, trees, and scanned assets. Proxies keep heavy geometry external to the main scene and load render data efficiently at render time. A single detailed building asset can be instanced across many city blocks, then varied through rotation, scale, materials, signage, or adjacent structures.
For a dependable proxy workflow:
Scatter vegetation and urban props strategically. Dense trees, parked cars, lamps, benches, and signs add scale, but unrestricted scattering can consume memory and increase render times significantly. Limit scatter areas to visible sidewalks, plazas, medians, and foreground zones. Use camera clipping, object visibility controls, or separate render layers to prevent off-camera assets from contributing unnecessary shading, shadows, reflections, and global illumination.
Materials also deserve a budget. For distant structures, avoid complex layered shaders, displacement, and large 4K or 8K texture sets. A simpler material with believable color variation, roughness, and a normal map usually reads just as well at distance. Reserve displacement and close-up imperfections for hero architecture. This approach reduces texture memory use while keeping the render visually convincing.
Lighting should support the scale of the city without multiplying noise. An HDRI or V-Ray Sun and Sky setup can establish broad daylight efficiently. For night scenes, do not treat every window or streetlight as a unique high-sample light. Use emissive window materials for distant towers, group practical lights logically, and test the scene with adaptive sampling and the V-Ray Denoiser before increasing quality settings.
Finally, validate the scene from the final camera early and often. A city may look impressive in the viewport, but rendering effort should be driven by the image—not by assets the audience will never see. Use test renders to identify where detail is visible, where noise appears, and which areas can be simplified.
For V-Ray software, rendering tools, and production resources, explore V-Ray at NOVEDGE. A disciplined proxy, instancing, and level-of-detail workflow turns an ambitious urban scene into a controllable, render-ready environment.
You can find all the V-Ray products on the NOVEDGE web site at this page.

October 11, 2026 3 min read
Read MoreSign up to get the latest on sales, new releases and more …