Render Settings | Vizguy

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  • Quick render settings

    Settings to use for both draft and hi-quality renders. What to change and why.

Draft Settings

When I open a fresh scene these are the settings I choose to get started

Common tab

Output size 1500 x 1000 image size. Lock Image aspect ratio, 1.5 Set width to 1000 for quick low res tests.

Vray global switches

Right Click ‘Basic’ and select switch all to expert Un-tick hidden lights Un-tick probabilistic lights

Image Sampler (Anti-Aliasing)

Type: Adaptive Un-tick image filter Min Subdivs 1, Max Subdivs 4 Use DMC sampler threshold

Global DMC

Adaptive amount 0.85 Min samples 8 Noise Threshold: 0.01 Global Subdivs multi 1.0

Colour Mapping

Type: Reinhard Gamma: 2.2 Muliplier: 1.0 Burn value: 1 to 0.5 (to reduce burnouts) 1.0 is linear multiply, 0 is exponential Colour mapping only (no gamma)

Global Illumination

Tick Enable GI Irradiance map / light cache Irradiance: tick show calc. phase tick Show direct light Subdivisions: 50 Interp. samples: 20 Min rate -3, Max rate -1

If you want really fast but bad GI set, for 1000px width set to -3 -3, it won’t be adaptive but it’ll be a rough estimate. For 1500px -4 -3

Light Cache

Subdivs 600 sample size 0.02 Scale: screen tick Use for glossy Rays tick re trace tick show calc. phase

Settings

Bucket size: 16 Render bucket sequence: top to bottom Ram: 16000 (16gig) Turn in embree Tick low thread priority Render and make sure gamma preview is ticked in the vray frame buffer

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High quality Settings

Edit these fields for higher resolution and a better image quality

Common tab

Output size: 4000px as the largest dimension (Depending on job requirements)

Typically, 6k will be more than enough for any situation

Vray Frame Buffer

Set your frame render location and file type. Tick Separate Render Channels tick Save RGB tick Save Alpha

Image Sampler (Anti-Aliasing)

Tick Image filter Catmull-Rom

Adaptive image sampler

Min subdivs: 1 Max subdivs: 6-12

Global DMC

Adaptive amount 0.85 Noise Threshold: .005 to .002 Min subdivs: 16 Global subdiv multiplier: 1.5 – 2.0

Irradiance Map

Min rate -5 Max rate -2

Subdivisions: 50-60 exterior 80-100 interior Interp samples: 40% of your sub div figure

Light Cache

Subdivisions: 1200 – 2000 Sample size .02 Scale: Screen tick Use for glossy rays tick retrace tick pre filter

Settings

Bucket width: 16 Sequence: Top-> bottom Dynamic memory limit, mb: 24000 tick use Embree tick Distributed rendering if needed

Notes on Global DMC

Adaptive amount: 0.85 – Lower values will increase the quality by not allowing Vray to lower the subdivisions for materials and lights deemed low importance, (distant lights and objects, darker objects)

Noise Threshold: .005 to .002 This is the maximum allowed difference in pixel value on a floating point scale. See it as a 1/1000 contrast ratio. Inputting .002 is telling Vray to keep shooting more samples and sub divide pixels until adjacent pixels are within this range. This is why Vray has a tough time with very high changes in brightness because it will never achieve this tolerance. That is where the maximum image sample limit kicks in and stops it from endlessly sampling.

Min subdivs: 16 A quick way to raise the lowest quality areas.

Global subdiv multiplier: 1.5 – 2.0 An easy way to increase the quality of lights and glossy reflections in your scene. In simple scenes you can really ramp this number up, assuming your materials and lights have a low subdivision figure (8-16 or so). Just remember that the Irradiance map subdivisions will also multiply.

Notes on Irradiance Map

Max Rate: The maximum resolution of the irradiance map. Zero is full resolution, so 4000 pixels in this case. We are looking for a resolution equivalent to about 1500 – 2000 pixels. So for a 4000px image: Zero = 4000px, -1 = 2000px, -2 = 1000px. Set to -2 and raise to -1 if you need better definition in the shadows.

Min Rate: The lowest resolution of the Irradiance map. Aim for 3 passes, so if you choose -2, choose -5 for min.

Subdivisions: 50 – 60 exterior, 80 – 100 interior When a GI ray hits a surface, rays are bounced in all directions from that point. They then hit other objects in the scene and record the light and colour information at that point. The rays then return along their original path and transfer the information to a hemisphere above the GI point. This light and colour information is averaged and returned to the camera. The more Primary rays generated, the more accurate the indirect lighting estimate is. The number of samples is the square of this figure.

Interp samples: 40% of your sub div figure. This is render time process. higher will blur more samples. Fewer will give noticeable splotches. Higher will slow the rendering as more samples need to be interpolated.

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