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2. Extra rollouts!
After Vray has been set as the main renderer,
you'll notice a lot of new rollouts. Every rollout
with "Vray:"
in front of its name is filled with Vray render
settings... The next steps will each cover one
rollout in general.
After Vray has been set as the main renderer,
you'll notice a lot of new rollouts. Every rollout
with "Vray:" in front of its name is filled with Vray
render settings... The next steps will each cover
one rollout in general.
Adaptive QMC is my favourite. As its name already indicates, it's an adaptive sampler, it will adapt its
calculation to the situation. It will compare the quality of the computed pixel by some thresholds, and
decide if it's good enough or if there's more calculation needed.
This samplers quality is controlled by the QMC rollout (further down in the rollouts). Use adaptive QMC if
you have many glossies, area shadows, motion blur etc in your scene, and if you want maximum control
over the speed vs quality of the image. It takes some time to get a grip on it, but once you get it, you have
full control over Vray with just a few clicks.
Adaptive subdivision is also an adaptive method. Although very fast is many cases, it can get very slow
with lots of glossy effects in the scene. It also uses more RAM memory while rendering. Use this sampler if
you have large smooth areas in your scene (for example an interior with large white walls). The min/max
rates control the quality, 0/2 are good values, -2/-1 are good for very fast test renders.
Some testing will be needed to understand the differences between the 3 samplers. The online
documents have very good explanations on this topic, with lots of examples showing all differences.
The anti aliasing filter can be changed if you have problems with fine textures or fine details in the scene.
Every sampler has its own characteristics, but it is not the goal of this tutorial to explain them all. In many
cases you can get away by simply turning the
filter off!
A few filters I use often:
- none
- mitchell netravali: smooth result, good
controls
- catmull rom: very sharp (a bit like the result
of 'unsharp mask' in photoshop)
- soften with radius around 2.5 (smooth and
fast)
The direct light and first bounce will have the largest impact on the lighting look, because this bounced
light has still a lot of energy. So these need to be computed very accurately to create realistic lighting.
The secondary bounces are usually less important (a lot of the light energy is already absorbed, there's
less impact on the visual result), so approximisations can be rougher here. (interior scenes are an
exception, the secondary bounces become important too)
You can choose between different ways of computing first and second bounces, and adjust the strength
of them (multipliers). With the post processing options you can desaturate the GI, or change its contrast.
Caustics are light patterns formed by refracted/reflected light. GI caustics are caustics created by
refracted/reflected GI light (light bounces). The standard first and secondary bounces don't take the
reflective/refractive material properties into account, only the diffuse properties. You need to turn them
on or off with the two appropriate checkboxes.
An example of very visible reflective caustics
is the light pattern you will see if you put a
spotlight on a chrome ring lying on a table.
Refractive caustics are generated for
example by a glass sphere, which bundles all
light that passes through it, creating a very
bright spot underneath it.
Note that when you want GI light to pass
trough transparent objects, you must set
'refractive GI' caustics ON! Remember that
caustics is only a name for refracted/reflected
light. So even without these typical lighting patterns, light that
is reflected or refracted is being called 'caustics'. For example
light going trough a flat window are also caustics.
For now, remember that all these methods are ways to approximate GI lighting. GI calculations are very
time consuming, that's why methods are invented to speed things up by using approximate values.
8. Caustics
Remember the direct light caustics from step 6? Well, here you can turn them on or off, and control some
parameters. To get nice direct light caustics, you will also need to make adjustments in the Vraylight
settings. If I find the time, I will make a direct
caustics tutorial too!
9. Environment
Vray allows you to override the Max environment with these controls.
Use the skylight to light the scene with a 'skylight'. If you put a map in the slot behind it, the color swatch
is neglected and instead, the map is used to light the scene. You need to enable GI for the skylight to
become visible. The skylight is not a direct light, it's actually treated as first bounce, that's why GI is
needed to make the skylight visible. Note that if GI is enabled, skylight is turned off and you have put a
color in the Max background, that color will be used as skylight!
The other swatch controls the reflection/refraction environment. No matter what the max environment
is, your objects will always reflect/refract
this Vray override. You can also put a
map in there like with the skylight
option.
12. Camera
You can choose different camera types instead of the default standard Max camera, for example fish eye
lense, spherical camera, cylindrical etc... Please refer to the manual for more information about these
different camera types.
14. System
Another rollout that controls all kinds of general parameters.
Raycaster parameters are used to control the amount of memory Vray uses for a specific scene. In 99% of
all cases you don't need to touch these!
Render region division. X and Y control the
width and height of a render bucket. For small
render resolutions, you can lower these, for high
resolutions you can increase these. Good values
are squares between 32 and 128px. Region
sequence alters the order in which the buckets
get rendered.