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Sampling tutorial for V-Ray 3.20

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  • #31
    Great tutorial Vlado, did you uncheck use DMC threshold? or has that changed in the latest version.
    I'm not on 3.2 just yet.

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    • #32
      Originally posted by R2J2 View Post
      Great tutorial Vlado, did you uncheck use DMC threshold? or has that changed in the latest version.
      I'm not on 3.2 just yet.
      Yup, no more Use DMC Threshold in latest version.
      Nicolas Caplat
      www.intangibles.fr

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      • #33
        Originally posted by Morne View Post
        Also, keep in mind that if you're using IRmap in 2.4, setting global subdivs to 0 will heavily affect your IRMap. Vlado did mention that for future builds, IRmap will not be affected by global subdivs of 0. But since you're on 2.4 the future builds doesnt help you here. Also, BF in 2.4 is a lot slower, so you may have limited success in "this workflow"
        Hello,
        Sorry, but that's not very clear for me ... I read some times ago something about that, is it already true for v3.20.02 ?
        Nicolas Caplat
        www.intangibles.fr

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        • #34
          Really enjoying this new universal approach. It just makes it very easy to get good results out of the box quickly. I'm finding that 0.005 is way too detailed and slow for full-res renders in my case, for scenes with lots of glossy flat surfaces and lots of small fine details. More like 0.01 or even 0.02 would be acceptable in my case here but I'm sure everyone's requirements will differ job-to-job.

          It's great being able to change only that one value to something like 0.05 for quick test renders.
          Alex York
          Founder of Atelier York - Bespoke Architectural Visualisation
          www.atelieryork.co.uk

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          • #35
            I'm surprised you can get a clean render with 0.01. What is your MSR range? I'm sitting around 0.005, MSR 8 - 16 but times are long.

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            • #36
              Originally posted by m_hinks View Post
              I'm surprised you can get a clean render with 0.01. What is your MSR range? I'm sitting around 0.005, MSR 8 - 16 but times are long.
              Clean enough for me. I've got my MSR at 8 right now. Lots of large areas of glossy reflections so I figure more sampling needed rather than AA. I could potentially push this higher, but it might be too far. I've also got a lot of really fine details in this scene. Lots of grasses, complex modelled flooring and a tonne of lights.

              If I had a bit more time I might try to compare low-res test renders at MSR 8 and MSR 12 to see how it impacts...
              Alex York
              Founder of Atelier York - Bespoke Architectural Visualisation
              www.atelieryork.co.uk

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              • #37
                Awesome tut Vlado, thanks much for making it. Very informative.
                Cheers,
                -dave
                â–  ASUS ROG STRIX X399-E - 1950X â–  ASUS ROG STRIX X399-E - 2990WX â–  ASUS PRIME X399 - 2990WX â–  GIGABYTE AORUS X399 - 2990WX â–  ASUS Maximus Extreme XI with i9-9900k â– 

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                • #38
                  The tips are pretty goods like always, but it's still a Teapot.
                  I would have loved the pretty same video on an animated & furry character, witch is a pain to render with a low noise level & with acceptable render times.


                  Cheers !
                  http://tatprod.com/

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                  • #39
                    Originally posted by pingus View Post
                    The tips are pretty goods like always, but it's still a Teapot.
                    I would have loved the pretty same video on an animated & furry character, witch is a pain to render with a low noise level & with acceptable render times.


                    Cheers !
                    agreed.!
                    tips for more complex stuff like animated furry displaced creatures would be even better.

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                    • #40
                      Originally posted by FSGFX View Post
                      tips for more complex stuff like animated furry displaced creatures would be even better.
                      Get me a scene to use as an example and I'll be happy to do it

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

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                      • #41
                        Excellent tutorial - thanks a lot Vlado.

                        I've now got a much better understanding of how these settings all work together.
                        Director, Flowstorm Ltd

                        www.flowstorm.co.uk

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                        • #42
                          Originally posted by pingus View Post
                          The tips are pretty goods like always, but it's still a Teapot.
                          I would have loved the pretty same video on an animated & furry character, witch is a pain to render with a low noise level & with acceptable render times.


                          Cheers !
                          I've been using these settings in production for a while now. They work very well However I usually set the min samplers to 2-3, since I deal with thin lines a lot, also helps improve missing bucket corners in motion blur.

                          You have to really be careful with msr value. High value in complex scenes can result in long render times. As Vlado points this out in the video, under more complex scenes I keep the msr at low.
                          Dmitry Vinnik
                          Silhouette Images Inc.
                          ShowReel:
                          https://www.youtube.com/watch?v=qxSJlvSwAhA
                          https://www.linkedin.com/in/dmitry-v...-identity-name

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                          • #43
                            I hope that future builds of Vray will have some form of intelligent MSR "guessing". You could leave it at 0 and let vray work it out, for example. Or even better would be some kind of dynamic MSR that works per bucket. Areas of the image that need more AA samples rather than more Shading samples could have a lower MSR value and visa versa, for example.
                            Alex York
                            Founder of Atelier York - Bespoke Architectural Visualisation
                            www.atelieryork.co.uk

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                            • #44
                              Yet another method to try. I think I am getting somewhere and then I read something that knocks me for six! Always learning...
                              Kind Regards,
                              Richard Birket
                              ----------------------------------->
                              http://www.blinkimage.com

                              ----------------------------------->

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                              • #45
                                Originally posted by alexyork View Post
                                I hope that future builds of Vray will have some form of intelligent MSR "guessing". You could leave it at 0 and let vray work it out, for example. Or even better would be some kind of dynamic MSR that works per bucket. Areas of the image that need more AA samples rather than more Shading samples could have a lower MSR value and visa versa, for example.
                                Yes, it's possible to do that. I'm experimenting to see what can be done...

                                Best regards,
                                Vlado
                                I only act like I know everything, Rogers.

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