General Improvements

Find an assortment of Scenegraph, asset, physics, camera, Infiniband, GPU raytracing, texture compression, importing, and help updates and improvements in 2025.2.

Video captions: In the Scenegraph, we added an extra button in the search area. This gives you the option to limit your search to the selected hierarchy, instead of the entire scene file, which is also working when pressing Ctrl+F on the keyboard. This speeds up your workflow when searching for specific nodes.

We also improved the camera. To make your life easier when working with physical cameras, you can now enable an automatic ISO adaption. This will change the ISO values when changing the shutter speed or the f-stop, automatically, which makes setting up your camera much easier. For example, when you want to create more depth of field within the scene, now the overall image brightness is not changing anymore.

And, also the new sensor response dropdown, called AgX Custom, will make your life easier when controlling both power and saturation. If dealing with colors that are outside the normal SRGB colorspace, using a wider gamut, then you can switch now to different rendering colorspaces within the Render Settings. This can give you so much more flexibility, for example, when you want to work with high dynamic range output content.

And for those working with Substance materials, I am happy to show you that you can now work with metallic roughness and coated workflows. Like here, where I'm using the coat layer nodes within Substance Designer. And, I now have the ability to control this coat layer, separately, within VRED. This gives you so much more freedom in creating your materials and improves your visual quality. And, additionally, you have the option to tell if the Substance textures should be inlined or not. This can make the scene file smaller.

And, if you're working with huge scene and you're running into a memory issue, you can optimize the memory consumption in the preferences. This will upload only geometry which are actually visible in the scene. It can make switching visibility a bit slower, but enables you to render larger scenes.

For a better interoperability between different teams with workflows, we added the support of textures within 3MF files, which are the industry standard for 3D printing. Now, you can visualize the print files directly in VRED with all colors attached, like with this scan of myself or here, where I'm using this simulation outcome of this engineering part.

Scenegraph

We added the following to the Selection Filter Menu:

New VRED Library Asset

We added the Automotive Engineering Lighting Environment asset to the VRED Library. This environment is built as an .osb asset. Load it into the Asset Manager and then dragged into your scene.

This environment asset contains the following:

The size of the environment is limited in space matching, roughly that of a light tunnel in reality. Therefore, certain elements, such as the outer walls, are set to backface culling on their node level.

A ReadMe .txt file is contained within the .zip folder.

Automotive Engineering Lighting Environment example image

Camera Improvements

We added the option, Automatic ISO Adaption, to automatically adjusts the camera sensor's ISO when the F-Stop or shutter speed changes to maintain consistent brightness. Find it in the Camera Editor > Image Processing tab > Tonemapping section.

Note:

This is the default setting when opening a new scene; therefore, this is a changed usability behavior.

We've also added AgX Custom to the Sensor Response option, for controlling both power and saturation to the Camera Editor > Image Processing > Tonemapping section, when Tonemapper is set to Physical Camera.

GPU Raytracing Improvements

We've made the following GPU raytracing improvements:

Infiniband

On Linux, VRED now allows the usage of Infiniband on new distributions, dynamically loading both libibvers.so and libibverbs.so.1 libraries.

Texture Compression

For Python users, we improved texture compression for VPBs by adding vrMaterialService.compressTextures(). It saves main and GPU memory and improves the texture upload time to the GPU, which compresses all textures in a scene.

Physics Improvements

PhysX actors created with the Python API are now stored and loaded with the VPB file, instead of being recreated every time the scene is loaded, thanks to the functions in vrPhyicsService:

We have added an annotated example file for this. From the VRED main menu, select File > Open Examples and choose physics_save_load_example.vpb.

Import Updates and Improvements

Help

We've made updates to the Scripting section to make it easier to find content on working with scripts, script plugins, and the Scripts menu.

You should see updates to the following tutorials a couple weeks after the release of 2025.2: