Evermotion Pass 10% Off - Get Instant Access to Thousands of 3D Assets

Check Plans
Sign in
  • offerCustomer zone
  • offerYour special offers
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.


V-Ray Next: The future of V-Ray

Michal Franczak 2018-03-28 10:53 article  > All

"Real-time and offline renderers will converge" - says Vladimir Koylazov, CTO of Chaos Group.

square_Untitled_00962Vladimir Koylazov, Co-Founder & CTO, Chaos Group

Vladimir "Vlado" Koylazov, co-founder and head of software development at Chaos Group, the makers of V-Ray and V-Ray RT. Passionate about 3D graphics and programming, Vlado is the driving force behind Chaos Group’s software solutions. Vlado is an expert in rendering theory and an avid 3D community supporter and he often participates in forum discussions to help users solve rendering challenges.


Thanks for agreeing for this interview! You are the creator of the render engine that is the number one in architectural visualization industry. And the second place is occupied by Corona Renderer, aquired by your company last year. It looks like very exciting moment for cg artists and Chaos Group. Many years after launching the first version of V-Ray, rendering world is definetely more sophisticated, and I guess that everyone is wondering what will be next. That's the reason this interview is about the future. Can you share with us, what's on your roadmap when it comes to V-Ray development?

Vlado: V-Ray was released officially in March 2002, so actually it’s been 16 years now. It’s been quite a journey indeed. What’s next… well, V-Ray Next of course :) Right now we are on the final sprint for releasing the fourth major version of V-Ray, which we decided to call V-Ray Next because it represents a significant jump from V-Ray 3. We’ve updated the V-Ray SDK, cleaned up old code, and implemented a number of new features. This year we will also release our own cloud rendering service. It’s a project that we’ve been working on quietly for several years now.

We’ve done a huge amount of work on the infrastructure and it will be very exciting to see it rolled out to users. We have completely overhauled the way our GPU renderer works so that we can get significant speed improvements - V-Ray GPU is up close to 2x times faster on the latest GPUs - and we now also have many other optimization opportunities. Just last week at GDC there were many announcements about realtime raytracing and this is an area that we’ve been exploring too in the last few months. People sometimes ask if we are concerned about competition from realtime rendering - as if realtime rendering is something only others can do. This is not the case of course - it’s a fascinating new opportunity that we plan to explore ourselves. It’s very early days, but things are very exciting.



From the last year updates we've seen many V-Ray updates focused on GPU rendering. Do you plan to go further this way? Do you want to create two separate paths for Chaos Group products - Corona for those that want to use CPU for rendering and V-ray for GPU rendering?

Vlado: In the last few years GPU rendering has shown that it is a very useful tool for artists to get results faster. V-Ray Next includes many improvements to our GPU renderer and we hope that we can expand the number of users that can find a place for it in their workflow. At the same time, CPU rendering is not dead and we continue to develop both our CPU renderers (Corona and V-Ray). All the development that we do is guided by feedback from our users, and the developer teams are free to push the products in whatever direction they think is best for the users.

Do you plan some new pricing model for V-Ray or you gonna keep it the way it is now?

We do not plan any drastic changes to our pricing models for Corona and V-Ray. The subscription model of Corona works very well, and V-Ray will continue to be available with both perpetual and rental licenses. For V-Ray specifically, some price adjustments for perpetual vs rental licensing will be necessary - most of the tools that we use in our daily work to develop the software have already switched to subscription-based licensing and we cannot ignore this any longer.

Last year you aquired Render Legion, developers of Corona renderer. There were many people afraid of this move. Can you say how is it going so far? What was the impact for both renderers and your team? How do you see the future cooperation?

Vlado: So far so good :) I fully understand people’s fears, but our intentions have always been to allow full freedom for both developer teams and share information that can make all of our products better. Each renderer has its own specific feel and workflow, but we still do many of the same things when interacting with the 3ds Max SDK, for example, or when using the Embree library and so on. It makes sense to share our findings between the teams. We also often have to solve the same rendering problems and it can be very inspiring to see how the other team has solved a particular issue. Even when we can’t use the result directly (the two renderers are sufficiently different), there can still be very good ideas.

What, in your opinion, will look the world for renderers and your company in the next years? Do you see realtime rendering engines, like Unreal engine (and recently announced Unreal Studio) or Unity as a direct competition or do you think that there is enough place for both realtime and linear renderers?

Vlado: I don’t know why you think we are not interested in our own realtime renderer :) Realtime and offline renderers will converge at some point for sure, and we certainly do not intend to stand by and watch this interesting opportunity pass by. Products like Unreal and Unity are first and foremost focused on games, and everything else comes second. They are mostly designed to consume already prepared assets from other sources and there is still a lot of work that goes into making a scene render in realtime. We believe that there is a place for a single-click realtime engine that can be used during the design phase of projects inside applications like 3ds Max and Maya, pretty much like we have things with offline renderers today. It is a challenge for sure and sort of competing with a huge company like Epic is intimidating, but it will be interesting and fun.

On 18th of May your company is hosting big conference "Total Chaos" in Sofia (Bulgaria). Do you feel excited? What can we expect and what will be the most interesting for you?

Vlado: We have been doing our own event, CG2 for a few years now, and we feel that we have enough experience to make a bigger international event this year. I’m certainly excited. Even though I’m on the developer side of the things, watching the 3D artist track has always been very illuminating - to see what problems artists have and how they solve them.

You will be one of the presenters during conference. Can you say a few words about your presentation?

Vlado: I will be talking about some of the behind-the-scenes work that went into V-Ray Next, and some of the projects that we are working on for the rest of this year.

Author: Michal Franczak Editor: Michał Franczak
Tags: vray chaosgroup vlado vraynext
You may also like...
Tip of the Week. V-ray light materials and general tips

Tip of the Week. V-ray light materials and general tips

This is the last part of a V-ray materials tip of the week series. In this part I will show you how to use V-ray light materials and some general tips for baking v-ray dirt and using opacity maps.


You need to be logged in to leave a comment. Don't have account? Register now.

ImranMani 07:50:20  |  01-04-2018
Thanks Vlado for sharing your thoughts with us. and special thanks to Evermotion that make this interview and shared important knowledge. :)
nitingagneja 20:54:39  |  23-06-2019
Very good information. Thank you so much for sharing it. Regards, Flying Vertex Studio flyingvertex.com