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Sampling tutorial for V-Ray 3.20

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  • #91
    So.

    No scene is the same so there such thing as the ideal settings or the best settings. What Vlado's method proposes is something that's pretty good for nearly everything so it's a great starting point for nearly every user. Previously what was happening is people were setting up a scene based on the amount of AA they needed for test shots, then when things like hair or fur were added to the scene or they turned on camera motion blur or depth of field, the AA needs of that scene changed and thus all the sampling that they'd set up based on the previous aa had to be throw out. Likewise if you've got an animated scene, some frames might have higher or lower AA requirements so say if you set your vray settings based on tests of one of the easier frames and then later on in the scene there's more motion blur or a finer detailed part, you'll have a dirty part of the animation. Vlado's settings of something like 1 / 24 or 1 / 32 is enough AA to catch nearly every possibility in terms of fine model and texture detail but also good enough to give you decent motion blur and DOF. Likewise putting on 6 - 8 samples of shading rate means you can get up to 256 shading samples which is a fair bit for most things.

    In your case, you've got a specific type of scene and yes you can definitely go that high with MSR. Say for example I've got a scene where it's nothing but clean white walls, a window and a hdri lighting the entire thing. If I've got no glossy reflections on my walls so it really is as simple as a white box with a single light, my only source of noise and my only source of sampling is my domelight and my GI settings. It makes zero sense for this particular scene to try and use a high AA method. Ultimately vray is only trying to clean up noise regardless of where it comes from and in this particular scene all of the noise is coming from the light and the GI only so it makes way more sense that if AA of 1/8 is good enough for the quality of the edges of my walls and then throwing lots of samples only at the noise causing light source, you'll get the best results.

    The last thing to think of is scene complexity. Tweaking a scene individually is great if it's manageable - if you've only got a few lights and materials it's very doable to tweak things for the quickest results but if you've got a huge scene with hundreds of lights or materials then this isn't as possible. The universal / global settings ideas work quite nicely here and you can get something on to a farm quicker - if you figure out what your operator time is worth compared to your render time does it make more sense to spend less time perfecting settings so you can get through more scenes and then just let the farm work for a bit longer?

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    • #92
      Have to say since I started using these settings I havent touched render dialog other than to change resolution and progressive/adaptive.

      As joconnell mentions, operator time vs render time.
      tbf we do have a decent render farm, so its chewing through 4k renders with these settings in around an hour. These are complex interiors, lots of glossiness, HDRI lighting etc. and they're coming out lovely.

      Havent wasted a single minute on testing subdivs and AA like I used to. Maybe one or two scenes Ive had to increase MSR or lower the clr threshold.
      But otherwise these are a really good starting point imo.

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      • #93
        Yeah looks like that is exactly my scenario, joconnell , here we are trying to get to a workflow where artists spend their time to perfect scenes - and settings should be universal , and i am trying to adopt now these *new* universal settings to our workflow. It's just i was quite surprised that i need to jump from 8-10 to 80-100 MSR We are mostly dealing with interiors , rarely exteriors , and very rare - animations , and the difference between scenes is really subtle , we have lots of plain surfaces , all the materials have reflections / glossy / bumps. Sometimes displace for carpets and stuff , but i think it will be fine even with 80-100 MSR , instead of giving that piece more AA.
        And the good thing is that we have subdivs value per object , so we can actually get and adopt our models library to this workflow - adjusting subdivs here and there , on objects with fine details - more AA , on flat and glossy - more SR.
        Available for remote work.
        My LinkedIn: https://www.linkedin.com/in/olegbudeanu/

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        • #94
          Originally posted by Oleg_Budeanu View Post
          It came out that i need to rise MSR to about 80 or object subdivs up to 50 to get AA calm down and shading to kick in , cleaning noise more effectively and not giving 21 hr rendering time with about 8 spawners in.
          LOL, that is actually a great explanation of how it works. Get AA to calm down, love it!

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          • #95
            So! Just to get this straight on the trick with the Subdivs Multiplier per object in the V-ray Object Properties:

            You take it down to 0.1 or even 0.0 to clean up AA/textures etc. Clear enough.

            But what is you want to clean noise on a big white wall. Can you up the Subdivs Multiplier to 2,0? Or is 1.0 the top here?

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            • #96
              Man , it was red ! Completely ! Red and angry , haha !
              You can go up to whatever you will need , as i understand that is an object multiplier for MSR.
              Available for remote work.
              My LinkedIn: https://www.linkedin.com/in/olegbudeanu/

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              • #97
                Originally posted by Oleg_Budeanu View Post
                Man , it was red ! Completely ! Red and angry , haha !
                You can go up to whatever you will need , as i understand that is an object multiplier for MSR.


                Thanks, gotta play with the object multiplier then!

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                • #98
                  Quick question - if the Global DMC Global SubDiv Multiplier is 0 why does the object Subdivs multiplier have any affect? If the global multiplier is 0 wont that overide any individual object setting? Thanks!

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                  • #99
                    Global subdiv is a multiplier for lights and material settings. The subdivs multiplier acts on the new fancy "min shading rate" control in the image sampler so for each object vray first fires a camera ray which hits an object, it then checks the min shading rate to see how many shading rays it'll fire from this aa ray, and your subdiv multiplier on the object will work with this.

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                    • Thanks Joconnell - that explains it!

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                      • Revised workflow necessary?

                        Hi everyone -

                        Im going to start to experiment with this today, am making the jump from Vray 2.4 so thought i would dive straight in. I have a question regarding workflow - previously i would use the sample rate pass to see if i needed to up the samples on materials or lighting to reduce the AA load (the method as defined by Grant Warick's Mastering Vray course). Do I still do something similar here? IE start with MSR 6 / SubDivs 24 then see what is under-sampled in the scene and increase MSR or AA as needed? IE - is the aim still to get as clean sample rate pass as possible to minimize AA usage (and speed up the render)?

                        If the scene is heavily AA driven for example should you reduce the MSR or are those rays "unused" ie for two different scenes could you end up with MSR 3 / MaxSubdivs 50 and another scene MSR 50 / Max Subdivs 3?

                        Thanks for the clarification ..

                        And i have one probably really dumb question - do you ever get the situation where VRay doesn't have enough samples available to hit the color threshold?

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                        • Originally posted by SR_JK_2010 View Post
                          Do I still do something similar here? IE start with MSR 6 / SubDivs 24 then see what is under-sampled in the scene and increase MSR or AA as needed? IE - is the aim still to get as clean sample rate pass as possible to minimize AA usage (and speed up the render)?
                          You can certainly do that, yes.

                          If the scene is heavily AA driven for example should you reduce the MSR
                          Yes, this could get you faster render times.

                          for two different scenes could you end up with MSR 3 / MaxSubdivs 50 and another scene MSR 50 / Max Subdivs 3?
                          I guess it is possible, though I've found that I rarely go into the second case.

                          And i have one probably really dumb question - do you ever get the situation where VRay doesn't have enough samples available to hit the color threshold?
                          It can happen sometimes when you have indirect reflective caustics, for example. It could take a really high amount of samples to kill any fireflies. Doesn't happen that often though.

                          For the next release of V-Ray I'm experimenting with a prepass to figure out a good MSR value per pixel, depending on the geometric detail in it. Hopefully it could remove the need to tinker with these setting at all.

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

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                          • Originally posted by vlado View Post
                            I guess it is possible, though I've found that I rarely go into the second case.
                            Thanks Vladdo - so you mean in most cases you prefer to up the subdivs over MSR? Or that you mostly leave subdivs at 24?

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                            • Originally posted by SR_JK_2010 View Post
                              Thanks Vladdo - so you mean in most cases you prefer to up the subdivs over MSR?
                              Generally yes. There are diminishing returns in increasing the MSR, and making it too big can actually increase render times without need.

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

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                              • I'd imagine msr is an absolute - as in regardless of whether you've met a shading noise threshold it'll always fire the full amount specified so for example if you've got 3 aa samples, 50 msr samples in your ui and you need 3 aa samples and 101 msr samples it'll still go and take the extra 49 samples that it's instructed to do and hence bring in the slow down that you're talking about?

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