V-Ray Tip: UV Relaxation Best Practices for V-Ray

November 10, 2025 2 min read

V-Ray Tip: UV Relaxation Best Practices for V-Ray

UV relaxation is a quick win to remove texture stretching on organic models and to keep pores, scales, and fabric weaves looking natural in V-Ray. Here’s a focused workflow that scales from lookdev to final shots.

Diagnose stretching fast:

  • Apply a global checker via V-Ray Material Override (Global Switches) using a high-contrast checker (8–16 px cells at target texel density).
  • Add a VRayExtraTex render element with VRaySamplerInfoTex (UVW) to visualize UVs directly in the V-Ray Frame Buffer (VFB).
  • Use the VFB’s Region Render to zoom into problem areas and compare iterations with Snapshots.

Relax with intention (DCC-agnostic principles):

  • Use angle-based or conformal relax (ABF/LSCM) for organic surfaces; pin critical features before relax to avoid drift.
  • Place seams in occluded or naturally broken areas (behind ears, under folds, along muscle separations).
  • Preserve borders where silhouette continuity matters; relax interior loops first, then gently relax borders.
  • Mirror-symmetry relax on symmetrical models to keep pore flow even across the midline.

Manage texel density and packing:

  • Unify texel density before packing; scale UV islands to match your hero reference area (face/hand) then propagate.
  • Pack with 8–16 px gutter at final output resolution to prevent MIP bleeding in V-Ray.
  • Adopt UDIMs for close-up organics; VRayBitmap and VRayHDRI read UDIM tags seamlessly.

Mitigate residual artifacts in V-Ray:

  • Use VRayTriplanar for pore/secondary breakup over stubborn stretches (blend softly; keep projection scale physically plausible).
  • Leverage VRayUVWRandomizer with Stochastic Tiling for fabric/leather to break pattern repetition without UV edits.
  • Consider Ptex for assets that resist clean UVs; V-Ray supports per-face texturing for procedurals and hero sculpts.

Displacement and normals specifics:

  • Use a separate UV set for displacement if the primary UVs are aggressively relaxed for color/detail; prevents wobbly silhouettes.
  • Enable “Keep continuity” in VRayDisplacementMod to avoid cracks across seams; tune Edge length for a stable silhouette.
  • Match normal map tangent space with VRayNormalMap; flip the green (Y) channel if baked in a different convention (DirectX vs OpenGL).

Shading and lookdev consistency:

  • On skin (VRayFastSSS2 or VRayAlSurface), stretched albedo/roughness will telegraph in specular and SSS radius—fix UVs first, grade later.
  • For hairline, lips, and eyelids, use VRayDecal for ultra-sharp micro details without forcing tiny UV islands.

Performance and delivery tips:

  • Prefer tiled, mip-mapped EXR textures; VRayBitmap handles large UDIM stacks efficiently.
  • Bake high-frequency maps at final resolution to reduce in-shader sharpening that can emphasize minor stretch.
  • Keep a reusable “UV QA” render preset with checker override + ExtraTex UV pass for rapid reviews.

Pro move: lock a clean relaxed UV set early in modeling. Every material—albedo, roughness, normal, displacement, cavity—benefits, and V-Ray converges faster with fewer high-contrast artifacts to denoise.

Need licenses, upgrades, or workflow guidance? Explore V-Ray solutions at NOVEDGE and reach out to the NOVEDGE team for tailored recommendations across DCCs.



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