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Moray documentation

Moray is a production path tracer for Blender 5.2, built on DreamWorks' OpenMoonRay. It installs as a Blender extension and renders Blender's own scene data: Cycles materials, lights, worlds, hair, volumes and motion blur are translated straight into MoonRay's scene format (RDL2). Rendering runs in a separate worker process, so a renderer crash does not take Blender down with it.

These guides match Moray 0.9.0.

How Moray plugs into Blender

Moray is a Blender render engine (engine id MORAY), chosen in Render Properties > Render Engine. It is not a Hydra render delegate: it does not go through Blender's Hydra / USD render path. It reads the Blender scene directly, so Blender materials, lights and the World work without conversion to USD first.

Guides

GuideTopic
InstallationSystem requirements, installing the extension, updating and removing
LicensingTrial, activation, deactivation, seats and offline use
Getting startedFirst render, CPU or GPU, sampling, denoising, output files
Lights and contributionsBlender and Moray lights, contribution weights, linking
HDRI and worldEnvironment lighting, Sky textures, portals, alpha
AOVs and light groupsAOV browser, presets, LPEs, light groups, EXR layout
Shadow catcherPasses, plate lights, holdouts, Nuke recipes
Farm renderingPackage export, render.sh / render.bat, licences on nodes
Known limitationsWhat differs from Cycles, platform limits
TroubleshootingCommon problems and what to check

Highlights

  • CPU and GPU. CPU vectorized rendering on every platform. On NVIDIA GPUs (CUDA / OptiX), XPU runs direct lighting, shading and the bounce loop on the GPU; anything the GPU cannot shade goes back to the CPU for that hit only. On Apple Silicon (Metal), XPU traces rays on the GPU and shades on the CPU.
  • Production AOVs. Arnold-style light AOVs and light path expressions, light groups, Cryptomatte, deep EXR, data passes, and a shadow catcher with the passes a compositor expects. The renderer writes raw scene-linear EXRs itself; no compositor nodes are needed.
  • Arnold-style light controls. Per-light and World contribution weights, Cast Shadows and Max Bounces.
  • Farm packages. Export a self-contained scene folder and render it on nodes without Blender.

Product page and purchase: Moray.