Originally posted by cubiclegangster
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V-Ray 3.X Sampling Theory
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Originally posted by wyszolmirski View PostFrom my experience so far it's in range of 3-6 for scenes with DOF and a lot of details in texture and geometry. In architectural interiors with many flat surfaces it could be above 10 or 20...
It's really easy to find a fastest shading rate for each scene, region or tile map in render mask works well.
Universal:
Leave everything at default, materials and lights at subdivs 8.
DMC min 1 /max 100
Then just play with shading rate 3-6 for heavy stuff and 10-20 or more for interiors with large flat areas?Kind Regards,
Morne
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Generally, yes. But don't take it as a rule. Fastest shading rate will vary from scene to scene.
Also I wouldn't call dof/mb heavy it just needs much more camera rays compared to usual architecture scenes. But overall it can be quite fast by actually lowering min shading rate (more AA/camera rays, less secondary samples/bf,lights,gloss).@wyszolmirski | Dabarti | FB | BE
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Originally posted by vlado View PostI would add, for those that have time and desire to go through everything and optimize it Some users get the wrong impression that you *have* to go through all that each and every time, whereas the reality is that often the time that it takes to do all that could be better spent while the computers are working. I myself often prefer the universal settings, following the "user's time is more valuable" paradigm
Best regards,
Vlado
People's gotta work! XDLele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by wyszolmirski View PostFrom my experience so far it's in range of 3-6 for scenes with DOF and a lot of details in texture and geometry. In architectural interiors with many flat surfaces it could be above 10 or 20...
It's really easy to find a fastest shading rate for each scene, region or tile map in render mask works well.
(I guess a test area that covers worst case DOF, reflection and GI so you can make sure that the quality of these isn't compromised by the setting)
Also, does anyone know why it's mentioned in the help documentation that min. shading rate is particularly useful in conjunction with the progressive sampler? What would the relevant connection be between those two?
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did a bit of testing: http://www.peterguthrie.net/blog/201...ersal-settings comments welcome!
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Originally posted by peterguthrie View Postdid a bit of testing: http://www.peterguthrie.net/blog/201...ersal-settings comments welcome!
Min Shade Rate is quickly becoming my new favorite parameter.
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