Image Sampler
Adaptive DMC – Deterministic monte carlo
Best for:
- Detailed textures
- Lots of geo detail
- Lots of blurry || gloss effects
> min/max: of sampling: cannot go lower then 1 on the min. Will sample every pixel at least 1 time.
> Threshold: when to use min / max sampling
Adaptive Subdivision
Best for:
- Smooth scenes
- Few blurry || glossy effects
- Smooth textures
> Min/max: allows for subsampling.
Fixed Rate
Best for:
- Complex scenes
- Lots of blurry || gloss effects
- Detailed textures
Light Atributes
Sampling
Light cutoff threshold: Below this threshold the light contribution will be ignored.
Shadow
Shadow bias: shifts (toward / away) the shadow in respect to the shadowcasting object.
GI
When working with GI it can be a good idea to use the Adaptive DMC sampler type
Brute force GI
- Accurate
- slow – takes all shaded point into account
- can generate a noisy result
- Seldom used as the primary GI engine, could be used for secondary bounces.
> Subdivs: Image quality higher value less noise longer render time
> Depth: number of bounces of rays. Won´t have an effect if used as Primary bounce engine.
To decrease the noise we can increase the subdiv of the brute force.
Photon mapping
- Mainly used as secondary engine
- Photon is generated by a light source ( like GI in MR )
- bounces around in the scene and gathers information
- Best used in an enclosed space, sine it bounces on geometry to gather info
Workflow set the Photonmap to priamry and do the adjustments. Then set it to be the secondary render.
> Bounces: Number of photon bounces. The total number of photons in the scene is a result of the number of initial photons cast by the light and number of bounces set in the render global. When a photon hits a wall it is “left behind” and a new one is cast into the scene.
> Max Photons: The max number of neighbouring photons to be used to generate an averaged intensity i.e a smooth result.
> Prefilter: Generates a smoother result
> Convex Hull Estimate: Can help to alleviate rendering artifacts in corner areas.
> Store Direct Light: When disbaled the photon will only carry secondary light info. May keep more detail in shadow areas, sine it will not be smoothed in the GI calculation. When enabled render can be faster, be may lead to loss in shadow areas.
> Auto Search Dist: When enabled will let Vray decide the distance in which we search for neighbouring photons to be averaged. When disbaled we can explicitly specify that dist. Related to the scene size. lower dist more detail, higher dist more smoothness.
> Multiplier: Multiplier of the GI
> Retrace Threshold: Instructs Vray to use more of a brute force method when calculating the gi result in problem areas like corners. When we set the threshold to 90 it will use this feature in staright corners. When set to zero it will be igmored.
> Max Density: Will discard photons that are really close to each other. May lead to faster rendertime and less artifacts. Could also mean less deatil.
Irradiance Map (compare to FG in MR)
Meant to be used stricktly as a primary bounces engine.
Rays are cast from the camera into the scene. Irradiance works for enclosed scenes but also outdoor senes with larg distances and open space.
Basic Parameters
> Min Rate: The minimum of smaple points used. Vray will start using the min value but if it finds that it needs more sample it will continue doing so until it reaches the max value.
> Max Rate: The maximium sample points used.
> Subdivs: The number of rays cast from each sampl point.
> Interp. Samples: The number of samples used to average the result. More points = smoother, less detail, Less points can lead to splotchyness, noise.
> Interp. frames: Number of frames to be used to average the result. Used in animted sequences to help alleviate flickering
Light Cache
Intended to be used as the secondary engine.
Best used in an enclosed space. Caompare to photonmapping BUT rays are sent from the camera not the light.
> Number of Passes: Number of threads on the CPU. If you have 8 cores, set it to 8.
> Subdivs: squared (pow) Rays shot from the camera.
discussed on aweidenhammer utube channel. Recommended 1500 for a full HD render.
> Sample Size: Tell vray to discard samples close to eachother. This controls the distance of where this happens.
Reconstruction Parametrs
> Filter type: If used as the prinary bounce engine set the filter type to fixed if used as the secondary engine use nearest.
DT recomendation
indoor scenes
Primary: Irradiance map
Secondary: Light cach
Outdoor scenes
Pramary: Irradiance
Secondary: Brute Force