![]() This means that even at the current render times of ~90 minutes a frame the animation would take 225 hours. The animation is 5 seconds at 30FPS or 150 frames. There is a lot of glass so if the settings aren’t balanced right between the aliasing and reflection/refraction quality the animation will “shimmer” where the glass in moving. I’m in the process of rendering an animation of the environment. A big part of this project was crushing render times down while retaining quality in the right places. I’ve redone all the lighting and materials in Vray as opposed to Mental Ray. Also not available when using a GPU-based Production engine.( NULL.terrymatthes /wp-content/uploads/2017/05/GISettings NULL.jpg) ( NULL.terrymatthes /wp-content/uploads/2017/05/primarySettings NULL.jpg)I took some time over the last few months to rework a scene I had modeled last year. shading rate parameter continues to be valid for convenience. The author is not fond of this approach, as (in his humble opinion) it does not make setting up a scene particularly faster or simpler and may add more confusion than needed, but if that's what users want, so be it. With this option disabled, the above settings of 4 AA subdivs and 8 light subdivs will trace up to 1024 (=16*64) shadow rays, although V-Ray will still try to reduce that amount depending on the Global DMC sampler settings. This option allows them to turn off this feature and in this case the subdivs of lights, materials etc specify the number of subdivs for each image sample, thus allowing for more precise control of the sampling for these effects. However, some users (especially those coming from other render engines) might find this inconvenient. This also means that if you want to sample a particular blurry effect with more than one sample, you need to increase its subdivs (sometimes way) above those of the image sampler. For example, if you have 4 AA subdivs (=16 image samples) and 8 light subdivs (=64 shadow rays), V-Ray will trace 4 (=64/16) shadow rays for each image sample. By default, V-Ray divides the number of samples for lights, materials, etc by the number of AA samples in order to achieve roughly the same quality and number of rays when changing AA settings. Divide Shading Subdivs – This parameter is only available when Use local subdivs is enabled in the DMC Sampler rollout. ![]()
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