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You will need the latest official V-Ray 5 build from the Chaos website for this.
Then you will need to create a V-Ray Light Select render element (this will act as the Atmosphere pass) and set its mode to Light Path expression. For the expression you will need to use something like:
(C[O])|(CV.*) or if you wish to have the background included in the pass (C[OB])|(CV.*)
Note though that the (C[OB]) part will also capture other directly visible emissive objects (excluding the lights) in the scene alongside the directly visible fire. So if you have such ones you will have to mask them.
Yey it worked! Super cool. Thank you!
Btw - would be great to have some kind of bucket splitting for VrayGPU - sometimes a bunch of CPU buckets gets stuck rendering for ever after GPU clears everything, loosing precious seconds there
Hi Again.
Is there a way to get better deep sampling with this setup? VrayOptionRE seems to have no effect on the deep channel whatsoever. Thanks for any tips!
Hmm, how about if you increase the Max Transparency levels in the V-Ray Global Switches options? Try a few thousand for example (note that this will slow down the rendering).
Ah, sorry I mislead you, the option is available only for V-Ray CPU.
Just spoke with our developers and unfortunately, there is no way to improve the deep sampling when using V-Ray GPU. This is still in the to do list I'm afraid.
In order to get proper deep renders for volumes you will have to use V-Ray CPU for now. Just make sure to use Volumetric Geometry mode in the Rendering rollout of Phoenix, when rendering with V-Ray CPU.
Ok thanks. Well that's something worth considering from VFX standpoint. Deep improvement I mean. GPU advantage over CPU in volumetrics is huge, it's tempting in middle budget workflows with conjunction with Phoenix. Unless ofc it's entirely not the path you're currently on - which obviously is more archviz oriented :>
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