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Vray settings
Vray settings








primary = IR map and secondary = light cache.primary = IR map and secondary = brute force.We will render some examples with the 3 most used combinations: The other engines are in fact much easier to set up and to understand.Īlthough you can use any combination of engines for primary and secondary bounces, there are some really useful combinations.

vray settings

However I never had the need to use this method. Photon map is yet another way of computing a GI solution. Here's a tutorial explaining all the irradiance map settings. The mode is set to 'expert' to show every possible option. This is controlled by various parameters that you can see in the screenshot below. But when the surface is very bumpy, and lots of small objects rest on it, the GI will be much more detailed: small shadows and varying light intensities all over the place.īasically, the irradiance map calculations can find out which parts of the scene need accurate GI calculations and which parts don't. Not all surfaces and regions in a scene have the same GI detail (=shadows), for example on a flat plane without any objects, lighting will be very even in every point. The irradiance map is Vray's answer to efficiently speed up GI calculations. The downside is that when you start using secondary bounces, especially on interior scenes where there is usually a lot of secondary GI light, that the brute force method will become extremely slow. To summarize, if you have a powerful CPU and enough time to wait, brute force is an easy and very high quality GI engine. I included the render time in all the images to compare. So more subdivs result in more accurate calculations, a less noisy image and of course slower render speed. The subdivs value is the quality of the brute force GI. The secondary bounces are grayed out, since we disabled these for the tests. I rendered the image below with the default values for the engine. All the light (and thus also shadows) are calculated by the GI engine, which make the skylight perfect for testing the quality and speed of the GI engines! This skylight is treated as primary bounce GI, so in this scene, there is no direct light. There is no sun, so it's a bit like a cloudy day: casting light evenly from all directions. Think of this as a real sky illuminating the scene. The image below is lit with Vray's skylight. This is of course very slow, but also very exact. So even on very flat surfaces where lighting is very even, every point will be calculated. This method computes the GI in every single shaded point. As the name already suggests, it requires brute force to calculate the lighting. There are still very dark places, this is where the primary light bounces almost don't reach. Note the shadows and the interior part are not black anymore. V-ray divides the indirect illumination into two main parts: primary and secondary bounces.īelow, the same image now with GI turned on and only the primary bounces active. This means that the effect of the first bounce on the final lighting will be a lot bigger than for example the 63rd bounce. Also, the loss of energy has an exponential curve, so in fact the light energy fades out pretty quickly after a few bounces. To calculate an infinite amount of light bounces would be crazy, so Vray has some ways to optimize this. So after an infinite amount of bounces, the lights energy reaches zero. Each time a bounce occurs, the light loses a bit of energy, depending on the properties of the surface it hits (it gets reflected more or less, gets absorbed more or less depending on the surface material properties). In reality, light keeps bouncing around until it loses all its energy. This results in much more natural and photorealistic lighting compared to traditional non GI renderers. Renderers that use global illumination algorithms take into account not only the light coming directly from light sources (=direct light), but also the light that is bounced off all surfaces (=indirect light). It is an extension to 3DS Max, not a replacement! For example things like the material editor, creating and manipulating objects, modifiers etc should all be familiar before trying to learn Vray. This tutorial was created with Vray version 3.0, please do not email me with questions about this tutorial if you are using a Vray version prior to V-ray 3.0, since the answer to your question is most likely that you're using a older version.įirst learn 3D Studio Max, then start with Vray.

vray settings

We will not go into detail about every setting, it's just a general guide. This tutorial covers some basics about global illumination, and the different algorithms V-ray provides to calculate it.

#VRAY SETTINGS FREE#

Feel free to link to this page of course! (see also Terms of Use) I don't like the tutorials to float around in 10 different versions and places on the net.

vray settings

Please don't translate or copy these tutorials elsewhere.

  • Free - Global Illumination methods in VrayįREE Vray Tutorial - Global illumination methods.







  • Vray settings